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Hi everyone, please excuse me if I'm reposting something but I'd like some help on deciding a Horde of Chaos Army. I have narrowed the choice of army down to Khorne or Tzeentch, as i have nevered played fantasy before, only 40k I'm unsure on which one.
I know that as a core army i will probably be playing 1500 to 2000 point battles most of the time, so ill mostly likely chose 2 regiments of warriors (16 each), 1 unit of knights (5?), some marauders and warhounds for shielding and going after cheap enemy units. As this is only 1500 to 2000 then i wont be able to get a Lord , as i would like a centrepiece for the army.
I'm not sure what Hero's that would leave me with (Exalted Daemon? Exalted Champion? Sorceror?), if a chariot would be necessary or if to get a Spawn. I'll probably give chosen to 1 of the warrior units with 2 hand weapons and maybe shield the other one :unsure:
Any feedback would be appriciated as in a few weeks I'm going to battle against my friend's Vampire Counts Army.
Hmmm, well the first thing you should do is decide between Khorne and Tzeentch, as they do play very differently. The composition of your army will change depending on what you choose.
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16 is about the minimum unit size for warriors, any smaller and they just become an expensive waste of space. 5 knights is fine, but consider them more as a support unit rather than a line breaker. Don't expect them to break a fully ranked unit of half-decent infantry on the charge, as the infantry will start with +5 to their combat res before fighting even starts (and even if you beat that, they still have to fail a break test).Originally Posted by SigmarWarhounds are good at shielding, but that's not all they can do, they have unit strength 2 each so even just three of them can hit the flank of an enemy unit and nullify their rank bonus. Similarly, Marauders should not be considered screening troops, a 20-25 strong marauder unit with light armour, hand weapons and shields is an excellent anvil to hold enemy units in place while you charge their flanks with fast units (like the warhounds!). Led by a Hero, a large unit of marauders is just as dangerous as a smaller unit of chaos warriors (and much cheaper), plus the enemy will probably underestimate them because they're 'just marauders'.Originally Posted by SigmarIf you play 2000 points, you can have a Lord, but since that's the minimum points limit at which you can take a lord, if you spend too much on him, you won't have much left for vital troops.Originally Posted by SigmarIn a 1000-1500 point army, Exalted Champions and even Aspiring Champions are perfectly good heroes for a Chaos horde, in my 1500 point Tzeentch army, I regularly took only two Aspiring champions equipped with just basic gear and the odd cheap magic item. This left me with loads of points for troops meaning that my horde was usually much bigger than most other players expected.Originally Posted by SigmarNiether of those units are necessary, they're just options for you. I often use a spawn because against slower armies they can prove quite useful for holding up large units of weak troops (even light cavalry). Just don't depend on them, they're too unreliable for that! I've never liked nor used chariots before, but I understand that they're best used in pairs, since two chariots hitting an infantry unit is likely to cause enough damage to break it, whereas one may not. However, you could always combine the charges of your knights and a chariot, although apart from when charging, chariots are a lot slower than knights.Originally Posted by SigmarUnless playing 2000 points or more, don't bother upgrading any units to chosen status. It costs far too many points which, in such small games you simply can't spare. However, when you do play 2000+ points, consider a unit of chosen with halberds. They already have 2 attacks each, so a halberd would give them 2 strength 5 attacks each, and since they're wearing chaos armour, they still have a healthy 4+ save.Originally Posted by Sigmar
Normal warriors on the other hand, should always have hand weapons and shields. I've experimented with 2 hand weapons and halberds on normal warriors and it just doesn't work. Their 5+ save isn't enough to protect them against even low power attacks, and too many of them die as a result. With hand weapons and shield though, their 3+ save means hardly any of them die and when led by a Hero (who can do the killing for them), they become very dangerous indeed!
Finally, don't forget that you have access to almost all of the beasts units as well, Beasts herds, Minotaurs, Ogres, Dragon Ogres, Shaggoths, Giants and Wargors can all compliment a hordes army very well. I regularly take a beast herd, a unit of minotaurs and sometimes a Shaggoth as well, and all of them perform well (usually, you get the odd blip sometimes...!)
Last edited by Tzeentch Lord; May 25th, 2006 at 10:44.
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Thanks Tzeentch Lord, I've decided to go for Khorne, because it would allow me to use some of the best combat units for Chaos such as the Juggernauts, Bloodletters and Fleshhounds. I will look into getting a minotaur, beast herd or even a shaggoth.
Any advice for playing against Vampire Counts with Khorne? My friend has some bolthrowers if that makes any difference.
Also is a Hellcannon a wise investment as Khorne don't have ANY shooting units to softed up the enemy with?
Last edited by Sigmar; May 25th, 2006 at 15:10.
hi, good choice on your army !
first of all, tzeeentch lord has said almost everything, so i wont repeat that.
It sounds like you made the right desicion with khorne. you obviously like combat, more so then magic, and thats what khorne is about.
you said in your post " I've decided to go for Khorne, because it would allow me to use some of the best combat units for Chaos such as the Juggernauts, Bloodletters and Fleshhounds". These units are nice and powerful on paper, but dont underestimate the chaos units. Warriors of khorne and knights of Khorne are you real hard hitters, these are the best combat units in almost all of warhammer. Minotours are else are good for hitting flanks, and bloodleters have thier ( few.. in my opinion ) uses.
As for the hellcannon, it could be a wise invetment at some point as iv'e seen, but not yet. i personally dont like it to much, its out of place and has nothing to support it. but i'd wait for 3k, 2.5k minimum for me..
now, for the opponent. First of all, VC cant have boltthrowers, so if your friend is using them, they are illegal !
what point game will you be playing ?
for basics, id advise try to get a number of units on the field, especially hard hitters. vc dont have shooting, aprt from magic, but they wont use magic for thier one damage spell. it will be used on raising new troops and moving them. this is where you capitalize. you can take tough units that dont have much armour saves ( minitours im thinking.. ) with no fear they will die.
you need to take a fair few combat units, im thinking marauders, as thier really is no need for lots of warriors, they both do the same thing against an opponent with weak troops.
if you can understand what im saying here, you need to have a nice amount of units to charge and kill his units, and some hard hitters to take of the necromancers units, or hounds/furies to take them out lone.
that wasnt eplained well, im sure others eill do better.
vampire counts ( under construction)
am thinking about starting it again
currently working on :
second unit of skellys
most likely thing next :
another box of skellys .....
Between Tzeench lord and Creme egg everything has been said. Except maybe this.
With Vampire Counts, and indeed Tomb Kings, magic is their lifeblood so just make things difficult for your opponant in the magic phase. With the large amount of dispell dice you have will have, thanks to all those regiments with the mark of Khorne, this should not be a problem.
Happy gmaing Sigmar. BFTBG- :realmad:
Last edited by Jared van Kell; May 27th, 2006 at 09:38.
Basically life sucks, there is only war and you're probably gonna get eaten by Tyranids, have fun.
Normally 1500 to 2000 point battles. Call it 1500.Originally Posted by creme egg
I'm thinking with VC it would be a good idea to go round the flanks, as he has a Van Carison based VC Army. Maybe lure his VC Lord to one flank then storm the opposite flanks with charging troops head on, with some knights entering from the side. Maybe keep him occupied with a minotaur and some other units. As for magic, I'm sure all the dispell dice I get will cover it.