Welcome to Librarium Online!
Today, i played my friend who is an experienced Orc and Goblin player, who as i expected, destroyed me in a pitched battle. The main feature of his army were 4 shamans (i cant recall if they were little or big WAAAGH!), and then the dirtiest trick of all.....6 spear chukkas and a Goblin Doom Diver.
The army list i used was based around this
Chaos Lord of Tzeentch (filth mace/crown of everlasting conquest/daemonic mount/shields)
Lv2 Sorceror (dispel scroll and power familiar)
Exalted Hero of Khorne (chaos rune sword/shield)
18 Warriors of Nurgle (hand weapon/shield)
18 Warriors of Tzeentch (hand weapon/shield)
20 Marauders of Khorne (flails)
10 Marauder Horsemen (throwing spears and light armour)
5 Chosen of Tzeentch
10 Chaos Knights of Tzeentch (ensorcelled weapons/shields)
I know for a fact that I didnt take enough chosen and should have adjusted accordingly but I still dont know how I could combat the heavy magic and the heavy artillery orc army.....please help me as I know he will take a heavy magic army again but i dont know how to combat it as i am rather inexperienced in playing with chaos
Cheers, any tips would be great
Chaos Lord: .....
A level 4 would have helped greatly, in fact I think all competitive lists take one, +4 to dispel is just so helpful!
It also looks like he tailored his list a bit, I mean 7 warmachines? I'm assuming thats not what he normally runs? Doom divers are awesome though, so I don't blame him taking one!
Personally I've had more success taking larger units of marauders, 30+.
For the artillery I found making it panic seems to do well, or dogs/Horsemen who's job is to get in the back and just stop the thing firing! I think I used nurgle + Slaanesh against my only match VS O&G, and it worked well!
Get into combat, and you will win with those units of warriors, maybe take an ironcurse icon on a char? Or some magic resistance (Collar of Khorne is nice!)
little waaagh is quite a different tactic to big waaagh, where the first is to assist the gunline and shoot while you move
The big waaagh is to help his army into combat and augment them.
Assuming he used little waaagh and just shot the spine out of you, here's what my goblins fear most:
1. 7 Chaos knights of khorne. Cav may be less effective now, the only thing that can save greenskins from such onslaught is a welltimed Waaagh spell (big waagh nr6) together with elite fighters (Trolls, mucho Black Orco- 20+). and fanatics, those must be lured out...
2. Infernal puppet. If the greenskin player has a nice spell he likes, it will get many magic dice. very effective to kill shamans, who have their own miscast table.
just a thought really
Warchief Diggah o da Bloodmoon Squiggahs
Oh god, I feel your pain when it comes to magic. Yesterday, I got schooled by Skaven Plague/Wither/13th spell with +5 to cast and 3 warpstones up his sleeve. HURTS!
Try this build, it offers solid magic dominence in most games:
Sorcerer Lord Level IV
Puppet, Third Eye
Chaos Sorcerer Level 2
Dispell Scroll, Collar of Khorne
Cast Pandamonium first [2 dice] every casting phase: with +5 to cast he will probably leave it for his own magic phase to dispell, costing him 2 dice.
Use the Lord to hit him with pretty much any spell except Call to Glory. Rememeber, if he panics but hasn't dispelled Pandomium, he gets no leadership from his characters.
If he has Broken Skaven Plague Magic, then steal it and bring on the pain!
For Defensive Magic, Collar will protect a unit pretty well. Pick your dispell targets carefully, with so many low level shamans he will have a hard time getting the key spells through. In an emergency, use the dispell scroll.
If he gets irresistable force, then puppet will ruin him.
Against artilary, keep you big knight unit, but give them Blasted Standard. Then send them around the flanks to take out his artilary.
Don't bother with a Chaos Lords so much, but a BSB can be very handy with those knights if you have the points:
Armor of Morslieb. Obsidian Trinket
Barded Steed, Halberd
2+ armor save, +3 ward save vs. non-magical weapons, 4S6 Attacks, 5+ against magic for himself and his unit of Tzeentch knights.
Sona si Latine loqueris.
While I can see the merit of khorne knights, I'd probably go with tzeentch knights with blasted standard against this sort of army. Those doom divers hits with d6 str 5 no armour saves allowed hits as far as I remember, which will hurt khorne knights a lot more than their tzeentchian counterparts. I'm not to fond of horsemen, but that's probably mostly due to my seeming ineptitude with 'em As has been mentioned, a level 4 will help a great deal. Lore of Tzeentch (pandemonium would ruin his day) or a shadow wizard should work wonders. If you include a level 2 as well, I'd put the 3rd eye on him instead of the level 4 though, as your wizard lord should have some good spells to cast no matter what (bear in mind you can't cast both stolen spells and his own spells in the same turn). The 5 chosen need to be at least 15-20'ish in my opinion for them to be worth their points, otherwise, you might as well spend those points on extra warriors
wow, thanks guys.....i knew pandemonium would help but unfortunately i rolled for flickering fire and then call to glory (which surprisingly helped).
thanks so much guys for the tips and i'll keep you updated on how our next battle goes!!!
Chaos Lord: .....
So 2x Tzeetch casters are viable? Not more worth taking a shadow lvl4? lots of remain in play.
Last edited by Padea; February 1st, 2011 at 10:35.
I don't think tzeech is the ideal lore to take. Don't get me wrong, I'm a pandimonium enthusiast, but a level 2 rolling on the table can come up with some dissipointing results.
I Would bring a level 4 and a level 1/2. the 4 i would either make slaneesh, and the level 2 i would make tzeech and give the 3rd eye. If he's going to bring 4 casters you may as well steal some of his magic as it can be very funny.