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W1tchhunter

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Posts posted by W1tchhunter

  1. This is what I've run the past 3 games and had a ton of fun with it.

     

    Chaos Sorcerer Lord 260pts
    Role: Leader, Behemoth
    Quantity: 1
    Command Trait: Master of Deception
    Artefact: Argent Armour
    Spell: Binding Damnation
    Mark of Chaos: Nurgle
    Aura of Chaos: Aura of Nurgle


    Chaos Sorcerer Lord 110pts
    Role: Leader
    Quantity: 1
    Command Trait: Bolstered by Hate
    Spell: Whispers of Chaos
    Mark of Chaos: Nurgle
    Aura of Chaos: Aura of Nurgle


    Chaos Lord 250pts
    General
    Role: Leader
    Quantity: 1
    Command Trait: Eternal Vendetta
    Artefact: Rune Blade
    Mark of Chaos: Nurgle
    Aura of Chaos: Aura of Nurgle

    Chaos Lord 110pts
    Role: Leader
    Quantity: 1
    Command Trait: Flames of Spite
    Weapon: Reaperblade
    Weapon: Daemonbound Steel
    Mark of Chaos: Nurgle
    Aura of Chaos: Aura of Nurgle


    Be'lakor 240pts
    Role: Leader, Behemoth
    Quantity: 1
    Spell: Spite-tongue Curse
    Aura of Chaos: Aura of Chaos Undivided


    Chaos Warriors 400pts
    Role: Battleline
    Quantity: 20
    Upgrade: Aspiring Champion
    Upgrade: Hornblower
    Upgrade: Standard Bearer
    Weapon: Chaos Hand Weapon(s)
    Mark of Chaos: Nurgle


    Chaos Knights 180pts
    Role: Battleline
    Quantity: 5
    Upgrade: Doom Knight
    Upgrade: Hornblower
    Upgrade: Standard Bearer
    Weapon: Cursed Lance
    Mark of Chaos: Nurgle

    Chaos Marauder Horsemen 90pts

    Role: Battleline
    Quantity: 5
    Upgrade: Hornblower
    Upgrade: Horsemaster
    Upgrade: Icon Bearer
    Weapon: Marauder Javelin
    Mark of Chaos: Nurgle

    Chaos Warshrine 170pts
    Role: Behemoth
    Quantity: 1
    Mark of Chaos: Nurgle

    Plaguetouched Warband 180pts
    Role: Battalion

  2. 18 minutes ago, PiotrW said:

    But the cultist just look cool... Hm.

    Alright, here's my second attempt at a StD list:

    Leaders
    Chaos Lord on Karkadrak (250)
    Gaunt Summoner of Tzeentch (240)
    Darkoath Warqueen / Darkoath Chieftain / Ogroid Myrmidon (90/140)
    Theddra Skull-Scryer (70)

    Battleline
    10 x Chaos Warriors (200)
    1 x Chaos Chariots (120)
    1 x Chaos Chariots (120)

    Units
    5 x Godsworn Hunt (60)
    3 x Varanguard (300)
    1 x Mindstealer Sphiranx (100)
    1 x Fomoroid Crusher (100)
    8 x Iron Golems (70)
    20 x Kairic Acolytes (200)

    Total: 1920 to 1970 / 2000

    Possible modifications: aside from the choice between the Warqueen, the Chieftain and the Ogroid Myrmidon as the barbarian-style leader already worked into the list, I could drop Iron Golems and have two of the "barbarians" heroes instead of one. Or, I could go the other way and put in another cultist units, if only for giggles :) There's also the possibility of dropping the Sphiranx or the Crusher and putting in the Mutalith Vortex Beast... Finally, there's the question of battalions, but I'm not getting into it, as I don't own the book, so I don't have the info on them.

    Thoughts?

    I haven't played with the Darkoath people but I know they can't take auras either.

     

    The mutalith beast is great fun however, it's so randomly cruel 😛 bring spare chaos spawn with you 😛

  3. 5 hours ago, PiotrW said:

    Hmmm. :) I'd say that my goal is somewhere between #1 and #2. Meaning, my main motivation for this StD army is to play and have fun - but, at the same time, I'd like to have a chance of actually winning battles. So, while I'm not looking for an super-optimized configuration, I'd want to build an army that makes a degree of sense. :)

    You say the army I listed is lacking in damage-dealing capacity... well, I'm not going to field Marauders (unless GW releases some new updated models for them), but how about using allies to fix this problem? How about adding 20 Kairic Acolytes + making one big unit of 20 Chaos Warriors + adding 2 Chariots? Of course, some Warcry Cultists would have to be ditched...

    Honestly I think you'd have to drop all the cultists they are all awful, I don't think you can even take a mark of chaos on them, correct me if I'm wrong.

    The only ones who might be able to do anything helpful are iron golems sitting on an objective cause if they don't move they reroll saves.

    I would actually be impressed if you managed to get even 1 wound in against the enemy with any of the warcry guys.

  4. 15 minutes ago, Kazimer said:

    How viable is a heavy calavry army with the new battalion to give them all MW splashes off of charging? Ive been thinking about making a list using a load of knights and chariots.

    I thought this was the bee's knees when I first got the army, I wrecked everyone I went against. HOWEVER I was massively cheating 😛 I though it was per model within an inch does D3 which was really good. But it's per UNIT :( so a big 10 stack of knights is only doing D3.

    It was very reliant on getting the charges obviously and knights are pretty slow and if you get them in combat without charging they just die without doing anything. 

    The way I was playing them actually felt balanced all the games I played where super close. If it's just per unit I don't think it's worth building an army around :(

     

  5. 15 minutes ago, PiotrW said:

    One idea I have for Marauders replacement: the shield-bearing fighters from Spire Tyrants. They have the right look! Two problems, though:

    1. If you use them as Marauders, it makes it hard to include Spire Tyrants in the same army.

    2. Considering you'd need at least 20 of those and there 3 or 4 of them in one Spire Tyrants box, this doesn't look terribly cost-effective...

    Spire tyrants suck ass in AOS so that won't be an issue, the cost on the other hand...

    • Haha 1
  6. 1 hour ago, Snakeb1te said:

    Can you clarify what you're referring to here?

    Also I've just realised the Doom Sigil is almost completely pointless. Here's an example

    • You summon it in your hero phase. 
    • At the end of your turn, you allocate attacks to your units.
    • You roll priority and elect to double-turn.
    • "Lasts until that player's next hero phase" means all the attacks you got in the previous turn are instantly removed.

    What the heck? That seems pretty damn pointless - and I REALLY wanted this spell to work as there are a number of units which could benefit from +1 attack.

    Yeah this seems incredibly stupid. Surely this is another oversight

  7. 2 hours ago, Agent of Chaos said:

    Looking for advice on a Despoilers List I'm crafting; trying to maximise the benefits by taking 3 x DP (one being B'elakor).

    Theory is Belakor and 20 warriors hold an objective, hopefully the centre, and should be really hard to shift with reroll saves, 6+ shrug and battleshock immunity (and if anyone wants to target Belakor he has 4+ ethereal, 5++, 6++ and Look Out Sir, plus two potential ways to heal!). Any unit that comes close to him risks being made to fight last with -1 to wound rolls. The Mask of Darkness sorcerer will be nearby in case someone needs teleporting and to give Belakor reroll saves.

    Prince with sword of judgement goes hero/monster hunting with a screen of marauder horsemen. Before charging in I'll hopefully get the Call to Glory spell off on him (having observed that Daemonic Power only works on Mortals, I now see the point of the Call to Glory spell). This DP is the hero from the Godsworn battalion so he might even get to fight in my hero phase.

    The other Prince will be screened by the knights and are there to generally make a nuisance of themselves. Both khorne princes will be popping their command ability at every opportunity to really frustrate my opponent. 

    Chaos Lord and the marauders will hang back as a second wave / counter strike. Decided to go Undivided mark with these guys as I figured battleshock immunity and potential 6+ shrug would be more useful then rerolling 1's to hit, especially since they will hopefully be fighting twice. 

    I know the battalion is average but as Diabolic Mantle is my second artifact its essentially giving 2 CP, possibly 3 or 4 CP.  and takes me from 10+ drops to 6. 

    Allegiance: Slaves to Darkness
    - Damned Legion: Despoilers
    Mortal Realm: Ulgu

    Leaders
    Be'Lakor (240)
    - General
    - Spell: Binding Damnation
    Slaves to Darkness Daemon Prince (210)
    - Axe
    - Artefact: Diabolic Mantle
    - Mark of Chaos: Khorne
    Slaves to Darkness Daemon Prince (210)
    - Sword
    - Artefact: Sword of Judgement
    - Mark of Chaos: Khorne
    Chaos Sorcerer Lord (110)
    - Mark of Chaos: Undivided
    - Spell: Mask of Darkness
    Chaos Sorcerer Lord (110)
    - Mark of Chaos: Undivided
    - Spell: Call to Glory
    Chaos Lord (110)
    - Reaperblade & Daemonbound Steel
    - Mark of Chaos: Undivided

    Battleline
    20 x Chaos Warriors (400)
    - Hand Weapon & Shield
    - Mark of Chaos: Undivided
    20 x Chaos Marauders (150)
    - Axes & Shields
    - Mark of Chaos: Undivided
    5 x Chaos Knights (180)
    - Ensorcelled Weapons
    - Mark of Chaos: Khorne
    5 x Chaos Marauder Horsemen (90)
    - Javelin & Shield
    - Mark of Chaos: Undivided

    Battalions
    Godsworn Champions of Ruin (180)

    Total: 1990 / 2000
    Extra Command Points: 1
    Wounds: 125

    This looks really fun you got all the models to use it?

    • Thanks 1
  8. 2 minutes ago, GeneralZero said:

    Reading the latest warscroll: "A unit of Chaos Warriors has any number of
    models, each armed with one of the following
    weapon options: Chaos Hand Weapon and
    Chaos Runeshield; Chaos Halberd and Chaos
    Runeshield; Chaos Greatblade; or pair of Chaos
    Hand Weapons "

    :  you can mix them.

    It was FAQ'd

     

    You can't mix them

  9. 10 minutes ago, GeneralZero said:

    The problem is not buying/money (10 bucks or less and look nice 😉 ) the problem is battlefield efficiency. I read that our warriors are resilient but do zero damage.  If you run them for example:

    Unit of 15 warriors

    the boss/aspiring champion with a greatblade

    1 standart+ 1hornblower (considered to have weapon+shield

    7 (for example can be more can be less)  greatblades

    5 shields

    When attaking, your front has at least (lets say) 5 attakers = 5*2+1 = 11 attaks with rend -1 and still have shields/survivability in the unit? Am I right?

    You can't mix weapons 

  10. 3 hours ago, TheadTheOgorSlayer said:

    I have been running large blocks of warriors and while I do think they need a damage buff they are the most resilient unit I’ve ever run in my lists. 

    I run the nurgle battalion normally, and 2 shrines for buffs to saves. With 3 up rerolling they are equal to bone reapers and with the mortals from the battalion they make up for their lack of damage a lot of the time. Had a block of 25 fight and kill archaon over the course of 4 fight phases. The enemy didn’t think I’d move from the objective and let me charge first lol, after a gruelling melee I finally knocked him down. I also had a funny moment where the khorne blood warriors (the ones that fight when they die) killed themselves like dominoes , since every one which died then took a few more with em. 

    It should also be noted that they are cheaper per wound then mortek guard, Yet you have far more ways to buff your guys. Once you start attacking twice and adding battalions and marks we can grind out mortek. Shields help a lot vs nagash as well. But I also don’t see the need for more then one block of warriors in a list. Marauders are the best Calvary in the book (or at least they are as fast as Calvary lol) and do great damage. One block of warriors with roving bands of marauders plus some shrines sounds like it could work super well! I’ll be ordering 80 more marauders to get a set of 120 soon.

    ive also been running a few marks so far. Slaanesh is the best when I’m not gunning for the generals version of then mark I’ve found. Nurgle is best only because of his awesome battalion. And undivided is absolutely incredible. Battle shock immunity is so much better then I thought it would be, and with shrines nearby the fnp becomes hilarious. With tzeentch buff the opponent will have to chew thru 4 saves lmao. The undivided buff also complements marauders super well, they go from reliable charges to never  failing a 12 inch charge once those rerolls start going. 

    So far super satisfied with the book, I’ve fought the dreaded petrifax several times and felt on par with the right lists (not that bone reapers are even an issue compared to slaanesh and other armies) 

    Any chance you could show off your Chaos Warrior list? 

    This is what I'm trying out tomorrow.

    Screenshot_20200213-034904.jpg

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