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You've probably read hundreds of these kinds of threads before, but here it goes anyway.
I've recently decided to build a new army because a tournament is coming up in about 3-4 months and I wanted to sort of pre-emptively strike so I'll have enough time to build up 2000pts, while also playing with what I've already bought and painted to get practice up.
I looked through many army books and WoC just stood out as being awesome in every way. As a Tomb Kings player, having a Core choice that can actually dosomething apart from be a tarpit while other units charge is very refreshing, but I understand that there's more to using a WoC army than just moving forward across the board, absorbing fire and then hitting things in CC.
So! On that note, I ask you, what things do I need to keep in mind if I'm building a Warriors of Chaos army? What's a good starting point? What are good strategies? Any units to stay away from? Any units I should always take?
Finally, thank you for your answers!
The most important thing with Woc is to remember that everything you realy want is realy expensive, so quite often armies are based totaly around one or two solid units (or characters) whislt eveything else must go towards either softening/tieing up the enemy.
1) So firstly i would look at the type of army you want... heavy magic...fast hard hitting...foot sloging...monster...or a more difficult balanced, and if you want a themed list on a single mark or a mix taking the best from all areas.
2) Next deciding on the type of army i would look into characters, and often because WoC characters can be so expensive theres a good chance in 2000pts you will end up with just 3 (i've even seen 2 characters in 2000pts alhough one was on a dragon). The advantage however is that all WoC characters, even the none special characters are increadible in all aspects.
3) Then decide on the 1-2 units to in which most of your points are going to be piled wether it be some warriors, knights, chosen, etc and how you want to use them in your games. It may even be an advantage to decide on this before characters.
4) Then shape the rest of your army around supporting these units wether you want screening units like hounds, support like a warshrine and chariots, fodder in the case of maruaders, high immpact shock troops like marauder horsemen with flails and mark of khorne, of units to guard the flank like spawn.
You should take a look at other lists here to get an idea of what works. one of the most common lists floating about tournaments at the moment is a tzeentch sorcerer lord and another two tzeetnch sorcerers on discs, in a heavily cavalry based list. the idea being to get into combat fast, whislt using the sorcerers to get rid of pesky units or a main enemy "deathstar" unit by casting infernal gateway on them.
other lists include dragons and other personal touches but nearly all are cavalry based, if not including marauder horsemen.
I can only think of two really unconventional things about WoC that you should take advantage of:
1) Sorcerers can use magic weapons and armor, and have half-decent combat stats.
2) Marauder horsemen, though fast cav, can hit ridiculously hard. Typical setup is MoK and flails for 10 S5 and 10 S3 attacks, 105 pts.
Thanks for the advice! Meanwhile I'm cackling with malevolent glee at the sheer amount of power these guys have to dish out....
Another question for thee, with the various marks that are available, I was thinking of going for a common theme across my army, which means basically the same Mark on most units. I would make exceptions for my Exalted Hero or similar, giving him the Mark of Khorne, but generally they'll all have the same Mark. My question is, which Marks correspond to what style of gameplay? I'd suspect Nurgle => Footslogging, Tzeentch => Magic flingin', and Slaneesh =>...I don't know.
For all round balance and reliability Slaanesh makes sure your not running away before you get to combat, and it is the cheapest mark all round which often means it get overlooked for some of the more beefy marks. Its realt good on multiple units of warriors and marauders in a foot sloging force, meanwhile slaanesh magic is designed to mess with your opponents best laid plans making units uncontrolable, with a devestating last spell. (as you may guess this is my favourite mark).
Nurgle will create a small and nasty army. affecting WS in cc works best for elite troops where WS5 can realy come into play, but has a greater affect against missile troops as it reduces the BS of the unit firing on it. Now against basic missile fire like bows and guns this is realy good, but against the big hitters, war machines that dont hit on BS like cannons and stone throwers designed to make a mess of units, MoN has no effect. Becuase of this you are less likely to see MoN on foot sloging warriros or chosen, but more so on knights which are harder to hit (due to there smaller numbers) and quicker to close to the enemy and get into combat. Nurgle magic is about damage, either over time or ignoring armour saves so against things in high armour it pays for itself more than against light armour armies.
Khorne is obvious, but if you loose combat you will loose mark of khorne. As you dont want to loose the mark on an impotant unit most people ignore khorne on thier best unit, instead choosing a mark like nurgle and combining it with the banner of rage. Instead the mark is more suitable used on units where if you loose combat it doesnt matter too much, so has been implimented to shock and aw tactics on marauder horsemen. They wont run from shooting and even if reduced to one man will still plow into the enemy if equiped correctly. Heroes with Mark of khorne are often tooled up to go solo on a Juggernaut as they are more than enough to break small units and means you dont need a khorne unit to shelter him in.
Tzeentch is magic, and the mark is nearly exclusivly used on characters as it boosts ward saves by 1 and magic casting rolls by 1. the only units you are likely to see this used on is a death star unit of warroiors or chosen carrying the blasted standard, which boosts a ward of 5+ from attacks in the shooting phase to 4+. It can be an anoying mark to find on warriors or marauders sometimes, but really with a 1 in 6 chance of making it count for somthing you are better off with a diferent mark. Some people swear by it on units but except for the uses ive mentioned above, i would rather go without a mark at all and save points than take tzeentch.
Hope this helps a little.
Wow, thanks! I was thinking of going Nurgle, since my army list so far consists of 2 main bodies of Chaos Warriors with heroes in them, with a Marauder screen. Giving the Chaos Warriors the Mark of Nurgle will make them even more likely to walk through the inevitable salvo of missile fire I'll receive before I get into close quarters. Actually, here's a quick run-down of my Army List as it stands now:
Axe of Khorne, Favour of the Gods, Shield, Mark of Khorne
Chaos Runesword, Third Eye of Tzeentch
Chaos Warriors (12)
Hand weapon, shield, Mark of Nurgle, Full command
Chaos Warriors (12)
Hand weapon, shield, Mark of Nurgle, Full command
Chaos Marauders (12)
Hand Weapon, shield, light armour
Chaos Marauders (12)
Hand weapon, shield, light armour
Adds up to 1008pts according to my calculations, what do you think?
Firstly is the EH your general? If so khrone is the wrong way to go.
1) You will either have to have him by himself or risk having the unit he's in being drawn around the table.
2) If he is alone he will still run the risk of being run around the board, away from your force which is where his leadership matters.
Get rid of Third Eye of Tzeentch and rune sword. Take a scroll and Collar of khorne. this will give you a dispel scroll, Magic res 2 on the unit he's in, and gives him a 6+ ward save (5+ if you give him Mark of Tzeentch and level 2.
Warriors seem fine if your going nurgle (maybe make your sorcerer nurgle to carry the theme.
Not enough maruaders. make up for it in 1000pts by taking just one unit of warriors and maybe get some marauder horsemen to bulk out your force. I like the idea of trolls in nurgle near the general to use his leadership but thats just me.
WoW, my first and favorite army. Since their update, they have become better in close combat in my opinion. With that in mind, its harder to make a Magic heavy list thant a CC heavy list. You have to dump alot of points into casters to get a decent magic phase. CC lords and heroes make better use with the Eye of the gods rule. Its far cheaper to make a Close combat god than a master magic user. Not that Im saying you should forgo magic altogether, but against armies like VC that have to be magic heavy you may be better putting more points in bodies. For the purpose of points you should take at least one group of marauders. They are our throwaway unit, capable of tarpitting most units. They can absorb at least one round of enemy shooting that would have been directed elsewhere such as our warriors or knights. Unless you are doing a marauder themed army, always take some chaos warriors. They are well worth the points if used right. The only thing that has repulsed a unit of warriors or even knights has been dwarf shieldwalls and their insane Combat res. Knights are without saying. Take them to smash into your enemy units like a hammer of the gods. Chosen are okay, expensive though and can be hard to use. They are a good anchor for your army and depending on their roll on EotG, can make a good anvil unit while a hammer (again knights), can smash the flank of the enemy.
If a Million Guardsmen die, that's a statistic. If one marine dies, that's a tragedy.
I am also debating on WoC. Specificly a themed list of pure cavalry. 15 to 20 models of both marauder horsemen and chaos nights supported by a few cheap units of warhounds.
Terribly effective? Maybe not.
Fun to play? You bet your buns