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I'm getting ready to head off for vacation, and I have a battle scheduled against my brother's Tzeentch horde while I'm gone. I've only been playing for about 4 months, and the majority of my battles have been against the bloody bretts, so I have no idea what to expect from this fight. We're playing a 1,000pt battle, and the hints he has dropped are:
- Chaos Knights
- Chaos Warriors
- And I assume there will be a couple of powerful sorcerers
Now, the army list I've had most success with against orcs and bretts looks something like:
- Wardancer lord with Moonstone
- BW w/ Cluster
- 2x10 GG
- 2x8 Dryads
- 5 Scouts w/ Banner of Zenith
- 7 Wardancers
- Great Eagle
Typically the Scouts sit back and march block/mage hunt while the eagle comes back to give support and present another target for missile fire. At 1000pts I typically have no great trouble with war machines with this configuration, though I have yet to take it against empire or dwarves. In the meantime, the GG spread to one rank and pepper the slowly moving enemy until they're in st4 range, at which point they start to fall back a bit. The dryads position themselves to flank, and the wardancers teleport (when possible) and hit either the biggest unit, or the unit that has the most annoying character in it. It's typically at least turn 3 before the wardancers come out to play.
Having said that, I'm open to comments and suggestions regarding ways to configure my forces to fight a tzeentch horde. I've got about 4k worth of figures (god, I love those figures), so please let me know if I should be thinking a different way for this game (maybe some stronger units - i.e. EG and TK?). List config and tactics feedback are MORE than welcome.
Thanks in advance, guys!
Well it would help if you let us know how many points the battle will be.
You're units look good, though (i am thinking of a 2000 points list know)
ab some cav. Wild riders will be good with MR and severakl saves. Thwir seppd should let you get him fast.
Get a Treeman. They casue terror in every player. He will either focus to much on it or ignore it at his own perril.
Get a spellsinger. Against Tzeentch you need to have a good magivc defense. add some scrolls to the mage and you are set.
Have a nice acation and good hunting!
Hope it helps
"Ask not the Eldar a question, for they will give you three answers; all of which are true and terrifying to know"
Sorry for being unclear - it is a 1,000pt battle. We wanted to do more, but I'd rather just take a few trays of figures on the plane than haul around my entire case.
As much as I love treemen, fitting one in at 1k seems tough. I've never tried it, but I imagine it would be problematic having over 25% of your points in one figure.
I also love wild riders - in the campaign I'm in, my army general rides a great stag and leads a unit of 8 WR, and I've had way too much fun striking fear in the hearts of mine enemy (usually their flank or rear) with that group. I thought about taking a smaller variation of this unit in my game against Tzeentch. I'm trying to decide if I want to make my coup de grace unit wardancers or wild riders, since taking both at 1,000pts seems like a stretch.
I suppose I'm indecisive because I have no idea what to expect out of this army (tzeentch). I'm familiar enough with the WFB background to know that I'm probably going to get chewed apart with magic, but apart from that I don't know what any of his units can do, or how to counter them. Anybody got any successes (or failures) to share?
Tzeentch is tough. A guy at our store breaks that army out sometimes. The magic can be horrendous.
I'd suggest a branchwraith, lvl 1, with cluster of radiants for extra dispel power.
Wardancers and Wild Riders are great because of their magic resistance. Wardancers with killing blow are great, too. How many WD models can you field?
And a good old scroll caddy can't hurt.
With what you have listed it is really hard to say. Pretty much field 1 unit of each of those would be enough to fill an army. So I suggest tree-kin, but don't play them if you see him bring his flamers. If he brings his flamers go speed.
So the summarized results are in:
My army was:
Level 2 spellsinger w/2 dispell scrolls
Branchwraith w/ cluster
5 wild riders
His army was:
1 level 2 socrerer
15 chaos warriors
5 chaos knights
In the first turn, my glade guard managed to shoot down one whole flamer. In the meantime, the wardancers went and hid in the trees while the wild riders rushed up the flanks. My waywatchers got his attention by march blocking his entire army and shooting down one chaos knight. In his turn, the chaos knights turned to prepare to run down my waywatchers, while the rest of his army slowly ambled forward.
Turn 2-5, things just went wrong, wrong, wrong. My waywatchers deftly ran away from the incoming knights while the wild riders took advantage of their malposition to charge them in the flank. And caused not a single wound. In return, the knights caused two wounds, which was enough to win combat and make my wild riders flee, and get ridden down. After that, my options were to sacrifice my waywatchers to a knight charge in order to line them up to be hit by wardancers, which seemed a worthy trade... until he killed all but one waywatcher, who fled... I then got to watch with complete dismay as he rolled 16 on his pursue distance - just enough to let him overrun into my wardancers. On the other side of the board, my glade guard had taken out both flamers and whittled the horror unit down to 10 before getting taken down by a charging unit of warriors. My opponent meanwhile miscast every single round offering me a bit of a break from the fabled tzeentch magic blitz. Horrors proved to be no match for a unit of dryads in h2h, and were swiftly destroyed. The dryads were able to overrun into his sorcerer, who promptly ran like a little girl.
The wardancers did surprisingly well against the knights, only losing 2 elves to their charge. Thanks to the prancy-dance of KB, the wardancers then took the unit down to 1 knight in 2 turns, but not before my remaining 2 wardancers got flank charged by the unit of chaos warriors. When we ended the game, he had 1 knight and 11 chaos warriors remaining, while I had 16 dryads, a branchwraith, and my spellsinger left. The result was "a draw" but after everything that had gone wrong for me, it sure didn't feel that way.
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