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Looking heavily at a second army after Dwarfs, and I wanted something that was opposite Dwarfs.
Tzeentch WoC with a lot of cav seemed like the thing to me, but I've got a few questions.
I'm looking at a single unit of Warriors with Vilitch the Curseling, and then 3 Sorcerers on Disks, with a real core of Marauder Horsemen, Chaos Knights and Warhounds.
I'm dead set on this from a fluff and modeling perspective, but I'm wondering how well such a list would actually do? My Primary opponents would be Khorne Daemons, Orcs, Wood Elves, and Melee Heavy, low magic Lizardmen force.
We're talking generally escalating points values, but with the end target being 2250.
Also, if anyone has any advice on how to kit out the Sorcerers, and with the viability of Vilitch as opposed to a Sorcerer Lord, please speak up. I could really use any advice I can get.
I haven't bought a single model yet, nor the army book. But I've had a good look through the book at my local GW. We're talking several months from now, but I'm starting to get my plans in order.
Sounds like a plan!
If I were you I would use my scorcerors to take out warmachines (not just magic magic magic)
talisman of protection
Golden eye of tzeench
necrotic falactery (spelling?)
Pretty nice defence 3+ armour then ward (some wards better than others). Each has a magicy upgrade as well as defencive ones (infernal pupet, power fam, spell fam)
With vlitch in the back ground things should run smoothly
Like the over all idea but try to get 3 units of 6 knights into the list (so cheapy maruader horcemen)
Good luck may the changer of ways guid you!
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One of my opponents in the last tournament I played in had Vilitch has his Lord choice (2250pt). It seemed to work out very well for him- the extra dice for failed castings can be brutal against the right opponents. Against my army (Empire, high magic defense, only 1 wizard) Vilitch really only saw his points as a regular 4th level sorcerer (he could'nt get extra dice from bound spell spam). Against your typical opponents, I'm not sure if he'd be much different than a regular lvl4 lord.
I will say one thing though, I always feel a bit put off when I play against a special character. Just a personal preference of mine, but I tend to feel a little cheated.
The knights in the afformentioned opponent's army were probably the game winner. He had two blocks of knights (i think there were 6 in each) with MoN or MoK (Nurgle had the frenzy banner)- and I couldn't stop him from wiping the floor with my units.
I assume by "fluffy" you wan't to keep the army all MoT or unmarked.
Tzeench knights look fairly promising on paper (the extra ward save might save you a couple of times), but I dont think it'd be worth the points on the marauder horsemen... especially not if you keep to the small unit sizes. You'd find yourself pretty heavily outnumbered.
Overall though, I think a heavy cav WoC army is extremely playable, even if you stick to only Tzeench. The Khorne demon army would be your toughest opponent IMO because of Killing Blow, and magic resistance on practically everything.
One thing I think you'd want for sure would be at least one combat oriented character. Say an exalted hero on a disc- you could give him the book of secrets to keep the magic super-heavy, but I'd think youd want at least one butt-kicking chaos character up close to help out with larger, outnumbering, lucky units- a combat monster with a unit of knights will help you seed out the unit (or characters in the unit)- especially against the occasional stubborn or Unbreakable unit.
Tzeentchknight with a blasted standeard for a unit of 1+ 4+wardsave Killers
Well, I have the same general opinion of most special characters, But some a lot less so that others. My friend, for example, runs Grimgor Ironhide in his Orc list, and I don't have a problem with that. It's not like running Archaon, Thorek, etc.
As for fluff? Yeah, Tzeentch or nothing with marks. I'm not really sure what to do with the Knights. Marking Tzeentch or not, trying to stack Ward Saves, as forumjayz suggests, or leaving unmarked. It seems to me like the points really aren't worth it for just a 6+ ward.
I am somewhat intrigued by the Close Combat hero on a disc, but I'm honestly starting to question the discs right now. With the new FAQ, it's absolutely clear cut that I cannot join a Disc to a unit of Cavalry, unless I want to be marching 2" per turn. And a CC hero seems more like the type to put on a Barded Warhorse and add to a unit of Knights.
Also, a quick Tzeentch question: If I'm reading the spells right, none except Flickering Fires require LOS. They all say to choose a unit, and then if it is within range, x happens.
As for the Combat hero on a disc, I've seen them used to great success without being attached to units. For that matter, I'd think that the benefits of having the disc would outweigh the bonuses of having the hero in a unit. If you had the hero in a knight unit, you'd need at least 5 more knights in order for him to benefit from lookout sir rolls or immunity to shooting (so unless you go for big blocks o doom, he's not getting a lot of defensive bonuses from the unit). Meanwhile, I'd imagine your biggest worry with the discs would be shooting. Against all the armies you said are your primary opponents, targeting the characters instead of units might be not quite so beneficial, as being on a disc doesn't make you a large target and even a bare-bones hero can take quite a bit of punishment from mundane shooting- with at least a 4+ AS and a 6+ ward save with T4 and multiple wounds. I'd say big worries would be cannons, which it doesn't look like you'll face too frequently... and spear chukkas/bolt throwers, which might rather fire at knight units anyway.
The added mobility of the disc makes static lines cringe because its very easy to move out of a firing arch with unhindered 20" moves, but it looks like you may be up against a lot of skirmisher shooting, so this point may not be as valid.... Really, the hero on the disc is there to help beat down big blocks you might have trouble with, or to take out small units/warmachines. Granted, a sorcerer on a disc is certainly capable of killing his fair share of war machine crews and nuking various things whilst on a disc, but the hero gives you an opportunity to crush skirmishing units, small gunlines, and even small cav units single handedly. For about 150 points, you can have a flexible, flying, fear causing, 4 attack, Str 7 monster (thats without magic items) with a good armor save and a ward save. Needless to say, I'm scared of what he could be capable of.
I think you should put Bloodcurdling Roar on one of your flying mages. This is amazing for taking out small skirmishing groups and cav of all types. I usually average 2 wounds per turn with the gift, although I know you can't depend on it. I also have the Warrior Familiar on him, so that he can hunt war machines as well as taking out other things. This also helps if you want him to hack away at skirmishers. An automatic s5 hit before blows are struck is nothing to laugh at.
No, I don't have any wool.