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Discussion Starter · #1 ·
Hi I am new to warhammer and have come up with a 2000 point army list and would like your opinions and advice please.


L: Lord - MoK, sword of might, crimson armor, shield, jugger = 345
H: Sorcerer - MoT, power familiar, dispel scroll, level 2 = 190
H: Sorcerer - MoN, puppet, talisman of protection, level 2 = 190

C: 12 Warriors - MoS, warbanner, full command, shields = 257
C: 20 Marauders - MoS, full command, shields, light armor = 150
C: 5 Horsemen - MoS, musician, flails, light armor = 96
C: 5 Warhounds = 30
C: 5 Warhounds = 30

S: 15 Chosen - MoK, blasted standard, favor, full command, gw, shields = 445
S: 5 Knights - MoN, standard, musician = 260
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1993


Thank you

Bloody Skull
 

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Hi I am new to warhammer and have come up with a 2000 point army list and would like your opinions and advice please.


L: Lord - MoK, sword of might, crimson armor, shield, jugger = 345

If this guy is joining the knights you'll need to be careful as he could get baited out of the unit on his own due to frenzy. Sword of Might is a bit under-whelming really. You could either swap for a flail (S7 in first round of combat is just nasty, and combats should only really last one round with a chaos lord) or upgrade to something more powerful, maybe axe of khorne or runesword. Also, enchanted shield instead of a normal one would make this guy rock solid

H: Sorcerer - MoT, power familiar, dispel scroll, level 2 = 190
H: Sorcerer - MoN, puppet, talisman of protection, level 2 = 190

would be tempted to swap their items around so you ahve a 5+ ward save on the MoT sorc, as a 6+ ward on both is underwhelming as well. that or drop the talisman for enchanted shield (assuming you dont take it on the lord) for a 2+ armour save

C: 12 Warriors - MoS, warbanner, full command, shields = 257
C: 20 Marauders - MoS, full command, shields, light armor = 150

wouldn't bother with unit champions in either of these, possibly look at buying halberds for the warriors. also, if you're planning on sticking the sorcs in these you can drop a model as well to save some points. its also considered best to run marauders in blocks of 25

C: 5 Horsemen - MoS, musician, flails, light armor = 96

wouldnt bother with light armour :)

C: 5 Warhounds = 30
C: 5 Warhounds = 30

every WoC army should have these

S: 15 Chosen - MoK, blasted standard, favor, full command, gw, shields = 445

you'd have to be careful about being baited, but other than that these look good. again you could drop a model for points if a sorc is going in here

S: 5 Knights - MoN, standard, musician = 260

these are fine :)

-------
1993


Thank you

Bloody Skull
my comments in red :)
 

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Discussion Starter · #4 · (Edited)
I am new to fantasy so if I have made any mistakes please tell me so I can correct them. The units without the mark of khorne are there to screen the units with khorne. I really want a khorne theme in my army but have added sorcerers so I do not get hurt in the magic phase. Any advice on how to get it down to 2000pts?

EDIT, Sorcerer 2 was 190pts not 185pts.






Lord 275pts


Mark of Khorne 15pts
Juggernaut of Khorne 50pts

Magic Items
Axe Of Khorne 45pts
Crimson Armour 40pts


Gifts of chaos
Acid Ichor 15pts
Bloodcurdling Roar 20pts

Heros

Exalted Hero 154pts

Mark Of Khorne 15pts
Shield 5pts
Additional hand weapon 4pts
Army Battle Standard 25pts

Gifts of chaos
Fury of the blood god 20pts

Exalted Hero 130pts

Mark of Khorne 15pts
Shield 5pts

Magic Items
Rending Sword 30pts
The bronze armour of zhrakk 15pts
Favour of the gods 5pts

Gifts of chaos
Soporific Musk 20pts

Sorcerer 140pts

Level 2 wizard 35pts
Mark of Tzeentch 20pts

Magic items
Dispell Scroll 25pts
Power Familiar 20pts

Gifts of chaos
Conjoined Homunculus 20pts

Sorcerer 190pts
Level 2 wizard 35pts
Mark of Nurgle 20pts

Magic Items
Dispell Scroll 25pts
Book of Secrets 25pts

Gifts of chaos
Third eye of tzeentch 25pts

Core

Chaos Warriors 222pts

Mark of khorne 30pts
Shields 12pts
Halberds 12pts
Musician 6pts
Standard bearer 12pts

Chaos Marauders 182pts

Mark of khorne 30pts
Shields 20pts
Flails 20pts
Light armour 20pts
Musician 4pts
Standard bearer 8pts

Chaos Warhounds 50pts

Poisoned attacks 15pts
scaly skin 5pts

Chaos Warhounds 50pts

Poisoned attacks 15pts
scaly skin 5pts

Marauder Horsmen 133pts

Mark of Slaanesh 10pts
shields 7pts
Throwing Spears 7pts
Musician 6pts
Standard bearer12pts

Special

Chosen 365pts

Mark of khorne 30pts
Halberds 15pts
Musician 10pts
Chosen Champion 20pts
Magic item
Deaths Head 20pts
Favour of the gods 5pts
Standard Bearer 20pts
Blasted Standard 40pts

Chaos Knights 340pts

Mark of Nurgle 30pts
Musician 10pts
Standard Bearer 20pts
Banner of rage 35pts

2231pts
 

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All Cav WoC General
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693 Posts
drop the upgrades on your hounds, they are around to die, not to kill things or survive.
 

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I think that you could certainly spare a few points here-and-there. I don't know if you are building to 2000 or 2250. I'll assume the latter.

To save points, knock off the Enchanted Shield from your Lord (already has a great save from the Jug), and possibly even just swap him to a Flail rather than any particularly nasty weapon. You have to drop either the Shield or Crimson Armor- you're not allowed to have 2 magic items from the same category.

The shield on your BSB will only help you survive against shooting, because he'll most likely want to use his additional handweapon in combat. If he's going to be inside a unit (and he should be- probably the Chosen) he doesn't have to worry about being shot. I'd lose the shield.

2 Lvl2 wizards isn't going to do much in most settings. While in a friendly game they might be able to squeak a spell through, if you take this list against any hardened opponent, they're going to snuff out your magic phase like a candle. Tzeentch is a dice-heavy Lore, so you're probably only going to be able to afford to throw 1 spell with each sorcerer, each phase. I would suggest looking more towards magical defense- dropping a level from each of them, giving both scrolls to one of them, and giving the other the Staff of Sorcery to aid in your dispelling. If you are truly bent on casting, I'd look into getting powerstones and also unmarking them, so that they can use the much cheaper Lore of Fire.

You also have too many characters. In any army from 2,000-2,999pts you are only allowed to have 4 characters. These can be taken as 4 Heroes, or 3 Heroes and 1 Lord. Don't worry, it was confusing to me when I started. I would drop the second Exalted personally, as he serves no real purpose (just adds killyness, rather than defending against magic or carrying a banner).
Remember- any regiment that is going to escort a Character could afford to lose a single model. The gap will be filled by the character. So instead of 20 models to have 4 ranks of 5, you could field 19 plus your exalted, to have the same 4 ranks of 5.

I'd try to squeeze another box of Warriors into your budget, and up the regiment to 20. 12 is very small, even for these guys. A lucky spell, a hard charge, or some decent shooting will tear them apart and render them ineffective. 20 of them gives you a huge combat bonus with all of their ranks and ferocity. Halberds are a primary concern- you could drop the shields to save you points.

Marauders are good at 25. I like to mark them Nurgle personally, as they make great meat-shields for the rest of the army and will provide you with a regiment that is NOT frenzied. However, marking them Khorne could be fun. A trick that I've played is to take a small contingent of Khorne Marauders with Flails and use them alongside Wulfrik. Having a bunch of S5 2A screaming norsemen come at you from nowhere is quite alarming to most players, even if it's not the most effective use for Marauders.

Get the upgrades off your warhounds, and even make the units bigger if you can. They're meatshields that are meant to stop your army from being baited around by their Frenzy.

You have too few Core Units. At 2,000-2,999pts you need to have at least 3 core regiments. Unfortunately, Hounds don't count towards that minimum. In my honest opinion, you don't NEED to have hounds. Drop the Banner of Rage from your Chaos Knights, drop your hounds, and use some of your freed-up points to add in a regiment of Marauder Horsemen. These guys work just as well as the hounds at soaking down bullets (although they're a little more pricey) but can also carry a punch in combat. If you wanted, you could forego their Fast Cavalry rule and give them Light Armor and Shields, for a total 4+ save. It's often overlooked, but I wouldn't put it outside the realm of consideration, just because you would be using them as a mirror to your chaos knights- attacking with them and aiming to target the opponent's weaker flank while the knights aim more towards the middle or stronger flank.

You Chosen Champion is allowed a SINGLE magic item valued at no more than 25pts. For this, I'd drop the one-use Death's Head and keep the Favor. However, if you do decide to keep your Sorcerers at Lvl2 and cast a few spells, I'd give the champion of this regiment The Book of Secrets to give you an additional cheap caster. I'd also knock out the Blasted Standard and go with a simple Warbanner. Drop a model, put your BSB here, and you should be absolutely golden.

Those Nurgle Knights are expensive, and still susceptible to Frenzy. I'd be careful with them being baited around, and also be careful not to overestimate them. Sending them in alone and unsupported will only see them destroyed. If you wanted to, you could probably drop one of your core regiments in favor of some Marauder Horsemen. In fact, MoK Marauder Horsemen with Flails are considered one of the angriest regiments in the game. They hit just as hard as Chaos Knights, but at a fraction of the cost.

All together your list isn't bad, it just needs a bit of fixing. Take any of my suggestions, or none at all. It's your army, and you have to enjoy playing it. I would go out with whatever models you have, and play a few games using suggestions from each reply. Find what you like and dislike, and try to get a taste for what works. If you haven't bought your models yet, start small, with a 1500pt list and then see where it progresses from there. Good luck, no matter what road you choose.
 

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Discussion Starter · #7 · (Edited)
Lord 395pts


Mark of Khorne 15pts
Juggernaut of Khorne 50pts

Magic Items
Axe Of Khorne 45pts
Crimson Armour 40pts

Gifts of chaos
Acid Ichor 15pts
Bloodcurdling Roar 20pts

Heros

Exalted Hero 244pts

Mark Of Khorne 15pts
Additional hand weapon 4pts
Army Battle Standard 25pts
Doom Totem 75pts

Gifts of chaos
Fury of the blood god 20pts


Sorcerer 155pts

Magic items
Staff of sorcery 35pts
Spell Familiar 15pts

Gifts of chaos
Conjoined Homunculus 20pts

Sorcerer 160pts

Magic Items
Dispell Scroll 25pts
Dispell Scroll 25pts

Gifts of chaos
Third eye of tzeentch 25pts

Core

20 Chaos Warriors 372pts

Mark of khorne 30pts
Shields 12pts
Halberds 12pts
Musician 6pts
Standard bearer 12pts

25 Chaos Marauders 202pts

Mark of nurgle 30pts
Shields 20pts
Flails 20pts
Light armour 20pts
Musician 4pts
Standard bearer 8pts

5 Chaos Warhounds 30pts

5 Chaos Warhounds 30pts

7 Marauder Horsmen 133pts

Mark of Slaanesh 10pts
shields 7pts
Throwing Spears 7pts
Musician 6pts
Standard bearer12pts

Special

Chosen 410pts

Mark of khorne 30pts
Halberds 15pts
Musician 10pts
Chosen Champion 20pts
Magic item
Favour of the gods 5pts
Standard Bearer 20pts
Blasted Standard 40pts

Chaos Knights 375pts

Mark of Nurgle 30pts
Musician 10pts
Standard Bearer 20pts
Banner of rage 35pts

2506pts





You have too few Core Units. At 2,000-2,999pts you need to have at least 3 core regiments. Unfortunately, Hounds don't count towards that minimum. In my honest opinion, you don't NEED to have hounds. Drop the Banner of Rage from your Chaos Knights, drop your hounds, and use some of your freed-up points to add in a regiment of Marauder Horsemen. These guys work just as well as the hounds at soaking down bullets (although they're a little more pricey) but can also carry a punch in combat. If you wanted, you could forego their Fast Cavalry rule and give them Light Armor and Shields, for a total 4+ save. It's often overlooked, but I wouldn't put it outside the realm of consideration, just because you would be using them as a mirror to your chaos knights- attacking with them and aiming to target the opponent's weaker flank while the knights aim more towards the middle or stronger flank.


I need the hounds to screen some of my frenzied units line of sight, I have used them before in a begginner battle and they worked great at doing this. I already have seven marauder horsemen and I don't want a heavy cavalry army and I think the fast cavalry rule will give much needed maneuverability so I will try and squeeze in another unit of 20 chaos warriors with mark of nurgle.


Your Chosen Champion is allowed a SINGLE magic item valued at no more than 25pts. For this, I'd drop the one-use Death's Head and keep the Favor. However, if you do decide to keep your Sorcerers at Lvl2 and cast a few spells, I'd give the champion of this regiment The Book of Secrets to give you an additional cheap caster. I'd also knock out the Blasted Standard and go with a simple Warbanner. Drop a model, put your BSB here, and you should be absolutely golden.

I was going to put the exalted hero in the chaos warriors squad as the chosen can look after themselves. I mean they have a 3+ armour save with a 5+ ward against shooting as they will be targeted a lot in the shooting phase. Also with a roll on the eye of the gods table I am hoping for the +1 toughness to make them harder.

Those Nurgle Knights are expensive, and still susceptible to Frenzy. I'd be careful with them being baited around, and also be careful not to overestimate them. Sending them in alone and unsupported will only see them destroyed. If you wanted to, you could probably drop one of your core regiments in favor of some Marauder Horsemen. In fact, MoK Marauder Horsemen with Flails are considered one of the angriest regiments in the game. They hit just as hard as Chaos Knights, but at a fraction of the cost.

I would like to keep the knights as they are for now and see how they get on in a game as I will deploy them on the flank so they can only see 1-2 units which will hopefully be crushed so I can turn them in and hit the flanks.

One question, as the banner of rage makes them frenzied, does that mean my lord can join this unit aswell?
 
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