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I play alot of "shooty" armies and was curious to how other Hordes of Chaos generals strategize for these types of opponents. So please post your strategies for defeating these cowardly armies!!!
Recently, I've decided to field a magic heavy Tzeentch mortals force to blast my enemies in return (seeing that they aren't magic heavy at all), but thought that this is not a long lasting strategy for facing these enemies multiple times. I.e. the next time I play them, the shock of alot of magic would be lost, and they field more magic and dispell scrolls.
Anyways, I just thought it could be an interesting topic and would be great to hear from others on how they deal with this type of opponent.
Last edited by jonsolo; September 8th, 2005 at 20:51. Reason: Spelling errors
Generally, you just have to grit your teeth and advance on the enemy regardless. Every time you hesitate or try to avoid the enemy's guns, you're getting shot at and you're probably taking casualties. However, I think this has been factored in to the points cost of chaos troops to some extent, marauders for example are very cheap for what you get.
Of course, this is little consolation to players who get continuously shot to bits by shooty armies. Though often, I've found that shooting isn't always as effective as some players hope it will be. If you take large blocks of troops and give them shields and armour where you can, it will be unlikely that enemy shooting will reduce the units to such an extent that they are no longer combat worthy. Even cannons can only kill a few troopers from a unit in one shot.
On the subject of artillery, I've noticed that most artillery pieces only get a few chances to shoot before the hordes crash into their lines. By then of course, it's too late for the artillery to do much (although be careful with the flanks of your knights!). Even then, there's the chances of misfires, overshooting, no bounce on the cannonball, etc. So many things can go wrong with artillery that the possibility of one or two pieces doing any significant damage to your troops isn't as great as you might expect. Just hope you opponent doesn't attempt to kill your Lord with the dirty 'cannon snipe' trick! :mad:
Of course, it's always nice to destroy that pesky artillery before it even gets to fire more than one shot. All chaos armies (other then Archaon's Horde forces), can get access to at least one unit of flyers, the Furies. Undivided and Tzeentch legions can also summon the superb Screamers to take out those annoying cannons (isn't it great that they can't stand and shoot!?).
Magic, unfortunately, isn't as good at shooting back as I'd hoped it would be. It's like artillery in some respects, there's a lot of things that need to go right before it'll do any kind of decent damage. And there's always the chance of miscasts ruining your day. There's also the problem that when using magic missiles to shoot at war machines, over half of the hits you generate will, on average, be allocated to the machine instead of the squishier crewmen. This of course means that you may not kill all of the crew, and being T7 W3, the machine itself isn't likely to be destroyed by most magic missiles. So, as tempting as it is to target those cannons and stone throwers, better targets are the units of archers, handgunners, crossbowmen etc. These are usually of low toughness (except Dwarfs of course), they have little armour and they often hang around in small units (Empire huntsmen or Elven archers for example), so a few casualties can, with a bit of luck, send them packing.
I've also found (through extensive testing) that the Lore of Tzeentch is, well, a bit pants. It has the same problem as normal magic, but the strength of the magic missiles is random too (so you could roll loads of hits, but at S1 or 2...). So I've now taken to using one Tzeentch champion as my general, supported by a lvl2 sorcerer with a spell familiar using the Lore of Fire. For sheer in-your-face destruction, you can't beat the Lore of Fire!
Hope some of these ramblings help!
Last edited by Tzeentch Lord; September 8th, 2005 at 22:49.
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Good stuff! Thanks alot. Anyone else have any thoughts?
Further, at times I play my Archaon's Horde army and since they do not have any flyers, any suggestion for them?
Marauder Horseman would be a good distraction for the shooty people because they have to worry about getting their booty flanked and axes thrown at them. I've done it well against dwarfs before.
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this is definatly a big downside to a chaos army as they dont have anything that can shoot back sept for the hellcannon and some magic. i usually just rely heavily on the terrain to cover me from them, hide behined some forrest areas so they cant see you. that sorta stuff.
oh and if its say a 2000-2500 pt game then i take 2 chariots they will take some of the fire and they arnt exactly easy to kill either. anything less than 2000 and it will probobly the marauders as somebody has said.
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I find that Screamers are a must against shooty armies. Using Warhounds to screen your more expensive units can also be a good option.
And just get across the table as quickly as you can. They can't shoot you if they're dead!
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As to flyers i suggest screamers of Tzeentch/chaos furies. Screamers are quite useful because of 20 inches fly movement and because of the slashing attack. Generally the rule is that you fly over an enemy unit and inflict wounds. You can find more detailed rules on page 40 of the army book. The 2 wounds and 2 attacks are also useful.
As to furies they are cheap and - frankly - bad. they are used just as the warhounds but they have more movement.
So it depends on you what to choose. Read the special rules, that will help.
see there is a lot of god things that you guys are saying about taking down shooting armies, but there is the empire. You can't screen against their cannons and my freinds here has 3 of them and usually kills off my best guys before iI even get to him. When i do get to him his units usually flee so his cannons can shoot again. Then if i try to charge his cannons I am quickly flanked and destroyed... there's got to be a way that I am not thinking of...
The bargain bucket screen of hounds is a good choice. While they won't stop artillery, the average missile unit/spell caster will waste a round of shooting/spell trying to take out a 30-40pt unit.
On top of that you can attempt to use them as bait if needs be.
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Warhounds - a good meat shield and dirt cheap with it. Also handy for flanking if they don't get shot to crap.
Furies - great for jumping warmachines, cause fear and can fly but have appalling leadership.
Upgrading to chosen - expensive but means an extra point of armour against infantry missle fire.
Take a beastherd or two - ambush can be a spectacular pain the bum for a static shooty army especially if they pop up behind lines of archers. However beastmen leadership sucks and they may not turn up for a while which means the rest of your army being peppered in the interim.
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