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Vs Chaos marauder Horde
360 Chaos Sorcerer: L4, Mk Tzt, disc, conj hom, Blood Tzt, spell familiar, ench shield,
150 Exalted Hero: BSB, shield, Mk Tzt
135 Sorcerer: Infernal Puppet, channel staff -Fire
135 Sorcerer: Book secrets, power familiar -Shadow
530 Chaos Warriors: Shield x30, full command, Mk Tzt
330 Chaos Knights: (lances) x6, std, muso, mk Khorne, (battle standard)
360 Chaos Ogres, chaos armour, gt weps x6, muso, std, mk Nurg
Left Flank: Knights did little, cautiously guarding my left flank. Gave up chance to charge Warshrine and were charged by it. After 2-4 combats they beat it, broke it, pursued and destroyed. No wounds taken.
Right Flank: Chaos Ogres disappointing on right flank. Eventually charged into enemy general’s great weapon marauder horde. Forgot to use Mk Nurgle special rule, beaten in 2nd combat, failed break test on my generals’ Ld, broke, pursued and destroyed. This marauder horde then rallied and wheeled to attack my warriors right flank.
Centre: Chaos warriors in centre, advanced cautiously toward 3 marauder hordes of enemy centre. Charged head on by 20-30 marauder horse. Marauder horse slaughtered to a man in 1-2 combats. Enemy L2 sorcerer broken, fled and rallied.
A few casualties caused by fireball sorcerer and “miasma” used to effectively keep one marauder horde from charging with its companion unit. Chaos warriors charged by marauder horde which was beaten and broken in 1-2 combats. Enemy BSB challenged and defeated by conjured exalt champ. Warriors ignored the escaping unit and charged next turn into a fresh marauder horde.
Up to 25-30 attacks delivered by warriors, plus 8 more from BSB and exalt champ conjured by wizard. This marauder horde beaten and broken, pursued and destroyed as warriors pursued into rallied marauders from previous combat and killed them all. Warriors right flank charged by 3rd marauder horde with great weapons. 2nd exalt hero conjured by wizard killed in challenge by enemy general –also exalted. Warriors re-aligned to face marauders, beat them in further round of combat, battle conceded by enemy.
General: Superb on far right flank. Flew to spell range but stayed in 12” of ogres and warriors at all times. Used Gate and Treason on unit of 4 dragon ogres, killing one and injuring another to panic them away. Conjured 2x Exalt champion for warrz unit and whittled at marauders with flickering fire. Took out enemy sorcerer with flickering fire. Attacked the rallied and returning dragon ogres with gateway and took all their wounds, killing all of them. Used gateway in following round to vanish second enemy warshrine. Dispelled all but one enemy spell and made casting rolls usually well out of reach of enemy dispels. Always had plenty of power dice, often unable to use D3 booster and failed single die casts twice. Outstanding performance overall.
Losses: 3 warriors, 1 exalt champ, all ogres.
Enemy entirely wiped out.
I'm still really a beginner but I picked the lists strengths and tried to build them into certainties- it helped that I was obviously familiar with what my opponent could field.
I'm facing High Elves and Skaven soon... Any suggestions?
Last edited by Chaos Nick; April 3rd, 2011 at 12:29.
First of let me say i just rolled out of bed and might come off as short. It's the sleepy factor =P
You could try not cheating by taking 2 arcane items on your mage lord for starters
Sorry correction: TWO of your mages.
Looking at how much damage you did with magic I think this would have been a factor in your win.
Just by looking at your list I was surprized to see that it won, until i saw what the opponet brought (sorry it's early and I need coffe). Warriors > Maraders regardless of their numbers. and 20-30 marader horsemen? bwahahahaha
You have a very strong unit of warriors, probably too strong. 530pts is a huge sink and becomes the target for terrible magic and shooting. Since you only have 3 units on the table you will get surrounded and hit on flanks/rear. Since you have no toss-away troops you will find yourself getting out-manuvered. I think 3 mages is totally overkill at this point level, since you have a good chance of rolling a low # of power dice each phase (Last game I rolled 3-4 each phase). I myself am comfortable with just 1 mage lord and 1 BSB and spend the rest on troops.
I have never used ogres so i can't comment on their potency, I'm sure someone else can.
I will be the first of many to tell you to drop the lances on your knights. Str5 all the time > str 6 on the charge. With steadfast you won't be breaking many people with your charge, and with so few units on the table you will not get to pick your targets witht he knights easily. str5 in all rounds is so much better.
Vs High Elves - You got to get the blasted standard on those warriors and possibly some magic resistance (collar of khorne). 3+ armour, 4+ ward vs shooting (which he will have), 4+ ward vs Spells (which he will have), and 5+ ward in combat makes them rock-hard against elves. if you keep your list similar to your current build they will be the target of everything.
Consider slaneesh magic over tzeech magic for this one: the #6 slaneesh spell kills the elves on a 4+ no matter what. This is the ONLY easy way to deal with phoenix gaurd that i know of. Even if you don't go slaneesh, leave the fire magic at home. There is alot they have to counter fire as an army. they are also great at shutting down your magic phase, so I wouldn't invest too much in magic anyway.
HW/Shield is a great way to go as white lions and swordmasters will chew up your armour and you will need the 5+ parry to stick around. Halberds are also good as you will always wound elves on a 2+
Skaven: again with the blasted standard on the warriors, they have some really devistating things that can happen in the shooting phase. Of course the devistating things can be happening to themselves so I wouldn't be in any rush to cross the board too quickly. I wouldn't leave the mage on his own without serious protection as things like jizzails will wipe him out as you have him set up now (str 6 armour piercing). Skaven also have access to some pretty nasty spells in their own lore, and access to shadows. Shadows can really ruin your warriors CC ability, and if he does that it's pretty much game over.
For both armies I would field a hellcannon if you have one availible to you.
I didn't mean to cheat, you're the only one to pick it up and I posted the list back on Saturday. My bad though -for not looking at my rulebook close enough. This vexes me now, as the point of those superflous sorcerers and all the items in particular was to provide loads of power dice and miscast protection for exclusive use by the general.
Needless to say there will be some swapping coming up, involving golden eye or tali o'pres. I guess third eye too and a dispell scroll? I really want a Hellcannon, in the meantime, how do you rate chariots and warshrines against elves and rats?
chariots are best run in pairs. a single chariot can be singled out and shot up before he crosses that line and gets into combat. If you have 2 they they have to divide up the attacks, and at least one of them should survive to combat.
I don't ushually field warshrines myself, far too unreliable. If you have a unit of chosen with a terror banner and the favor of the gods it can allow you to really beef them up, but without either/both you run a risk of not doing alot with it.
The toughness and wardsave of the shrine makes it 1/2 decent at covering flanks, but it doesn't have much chances of winning combat on its own.