Daemon Prince (575 pts)
Level 4 Sorcerer, Mark of Tzeentch, Tendrils of Tzeentch, Bloodcurdling Roar, Fury of the Blood God, The Will of Chaos, Eye of the Gods
Chaos Sorcerer (191 pts)
Level 2 Sorcerer, Mark of Tzeentch, Infernal Puppet, Chaos Steed, Hand Weapon, Chaos Armour, The Will of Chaos, Eye of the Gods
Chaos Sorcerer (190 pts)
Chaos Sorcerer (190 pts)
Level 2 Sorcerer, Mark of Tzeentch, Dispel Scroll x 2, Hand Weapon, Chaos Armour, The Will of Chaos, Eye of the Gods
Exalted Hero (190 pts)
Exalted Hero (190 pts)
Battle Standard, Shield, Rapier of Ecstasy, Favour of the Gods, Hand Weapon, Chaos Armour, The Will of Chaos, Eye of the Gods
Chaos Warriors x 10 (225 pts)
Chaos Warriors x 10 (225 pts)
Musician, Champion, Standard Bearer (Warbanner), Additional Hand Weapons, Shields, Hand Weapon, Chaos Armour, The Will of Chaos
Chaos Warriors x 10 (265 pts)
Chaos Warriors x 10 (265 pts)
Musician, Champion, Standard Bearer (Banner of Wraith), Shields, Mark of Khorne, Hand Weapon, Chaos Armour, The Will of Chaos
Chaos Marauders x 15 (110 pts)
Chaos Marauders x 15 (110 pts)
Musician, Champion, Standard Bearer, Flails, Light Armour, Hand Weapon, The Will of Chaos
Marauder Horsemen x 5 (110 pts)
Marauder Horsemen x 5 (110 pts)
Musician, Champion, Standard Bearer, Shields, Thowing Axes, Hand Weapons, The Will of Chaos, Fast Cavalry, Horselords
Chaos Warhounds x 5 (30 pts)
The Will of Chaos
The Will of Chaos
Chaos Warhounds x 5 (30 pts)
The Will of Chaos
The Will of Chaos
Chaos Knights x 5 (270 pts)
Musician, Champion, Standard Bearer (Rapturous Standard), Ensorcelled Weapons, Chaos Armour, Shield, Barded Chaos Steed, The Will of Chaos, Causes Fear
Chaos Spawn (55 pts)
Causes Fear, Unbreakable, Lurching Horror, Flailing Appendages
With 10 power dice, 6 dispel dice and 2 dispel scrolls its a very magic heavy army. All the sorcerers have the mark of Tzeentch.
With 10 power dice, 6 dispel dice and 2 dispel scrolls its a very magic heavy army. All the sorcerers have the mark of Tzeentch.
2 comments:
How it looks partially depends on how competitive you are looking to be. The low LD of Chaos and the slow nature of the Warriors and marauders means you are susceptible to lots of break tests as your opponent engages your units one at a time. That means you are subject to lots of running.
A good way to counter that is using the Banner of the gods instead of Rapier. Keep your units tightly packed and you can make almost your entire army stubborn.
You do have some excess points in there...Light Armor for the Marauders, for example. Most wounds caused have at least -1 minimum to save, which negates the light armor, with a unit of Marauder Horsemen and flying sorcerer, 2 units of Warhounds might be a bit excessive (2 units excessive in my book, but I know I am in the minority there :-) )
But again, that is to taste. A stubborn army with the modest magic defense you have coupled with the unpredictable nature of offensive magic should provide you some good, fun, challenging, unpredictable games.
Then again, for the way you play the above list might be vastly superior.
Ooooo, fully loaded tendril prince! Impressive, and I'm guessing gateway ftw?
The list certainly has some real blasting potential, though as noted you also have some points to trim if you need them. Specifically, these items are not quite that useful on these units:
> light armor on marauders [+15]
> champ & standard on horsemen, who especially with t.axes are looking to bait/flee/harass and don't need either upgrade to do that job [+14]
> champ on knights, a very hefty price tag for just +1A and the questionably useful ability to challenge [+20]
These 3 changes get you 49 points, which could buy:
> 2 khorne warriors [+32]
> 1 ahw warrior [+17]
Thus bringing both units to a 6 frontage, and a little more survivability over all, which I think 10 warriors suffer for.
Good luck with the list and the tournies!
- Salvage
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