PDA

View Full Version : 2000pt Slannesh Themed New Chaos



Latro_
22-10-2008, 23:20
Ok so this is pretty much my first fantasy list so please help! hehe. I'm a big 40k vet so I know a fair bit about gaming and know the fantasy rules to a point.

Basically i'm keeping the army slannesh theme as I like a colour scheme i'v got going on.

The idea is the hero as a BSB goes in the unit of warriors whom have a bit of protection from shooting from their banner. Either side is a unit of marauders in support whom get access to the general's ld and banner for re-rollin break tests.

The dogs and maraurder horsemen flank it out and be a pain/go after warmachines (unsure about the throwing axes?)

Knights smash stuff up (getting these only for the new models :D)
Chariot also smashes stuff up

Shine sits near the infantry and pimps up units with the eye as needed.

Giant also smashes stuff

Also not sure 2 sorcerers are needed? perhaps another hero? Any comments welcome, really need the help.

Chaos Sorcerer 150
Hand Weapon, Chaos Armour
Mark of Slannesh, Dispel Scroll, Lvl 2

Chaos Sorcerer 150
Hand Weapon, Chaos Armour
Mark of Slannesh, Dispel Scroll, Lvl 2

Exalted Hero 173
Chaos Armour, Great Weapon
Helm of Many Eyes, Mark of Slannesh
Battle Standard

14 Warriors 304
Hand Weapons, Shields, Full Cmd
Chaos Armour, Mark of Slannesh
Blasted Standard

20 Maraurders 130
2x Hand Weapons, Full Cmd
Mark of Slannesh

20 Maraurders 130
Hand Weapons, Shields, Full Cmd
Mark of Slannesh

5 Warhounds 30

5 Warhounds 30

5 Maraurder Horsemen 75
Throwing Axes

5 Maraurder Horsemen 75
Throwing Axes

5 Chaos Knights 260
Ensorcelled Weapons, Chaos Armour
Shields, Barded Steeds, Full Cmd
Mark of Slannesh

Chaos Chariot 130
Halberds, Scythes, Mark of Slannesh

Chaos Warshrine 140
Hand Weapons, Mark of Slannesh

Giant 225
Club

FunkyRatDemon
23-10-2008, 00:05
Ok so this is pretty much my first fantasy list so please help! hehe. I'm a big 40k vet so I know a fair bit about gaming and know the fantasy rules to a point.

Basically i'm keeping the army slannesh theme as I like a colour scheme i'v got going on.

The idea is the hero as a BSB goes in the unit of warriors whom have a bit of protection from shooting from their banner. Either side is a unit of marauders in support whom get access to the general's ld and banner for re-rollin break tests.

The dogs and maraurder horsemen flank it out and be a pain/go after warmachines (unsure about the throwing axes?)

Knights smash stuff up (getting these only for the new models :D)
Chariot also smashes stuff up

Shine sits near the infantry and pimps up units with the eye as needed.

Giant also smashes stuff

Also not sure 2 sorcerers are needed? perhaps another hero? Any comments welcome, really need the help.

Chaos Sorcerer 150
Hand Weapon, Chaos Armour
Mark of Slannesh, Dispel Scroll, Lvl 2

Chaos Sorcerer 150
Hand Weapon, Chaos Armour
Mark of Slannesh, Dispel Scroll, Lvl 2

Exalted Hero 173
Chaos Armour, Great Weapon
Helm of Many Eyes, Mark of Slannesh
Battle Standard

14 Warriors 304
Hand Weapons, Shields, Full Cmd
Chaos Armour, Mark of Slannesh
Blasted Standard

20 Maraurders 130
2x Hand Weapons, Full Cmd
Mark of Slannesh

20 Maraurders 130
Hand Weapons, Shields, Full Cmd
Mark of Slannesh

5 Warhounds 30

5 Warhounds 30

5 Maraurder Horsemen 75
Throwing Axes

5 Maraurder Horsemen 75
Throwing Axes

5 Chaos Knights 260
Ensorcelled Weapons, Chaos Armour
Shields, Barded Steeds, Full Cmd
Mark of Slannesh

Chaos Chariot 130
Halberds, Scythes, Mark of Slannesh

Chaos Warshrine 140
Hand Weapons, Mark of Slannesh

Giant 225
Club

Not a big fan of 2HW Marauders, I prefer Flails more
I also believe that the Marauder Horseman need Flails too
I'm not a fan of solo-chariots, I'd drop that
you don't need a FC on the Knights, just a Warbanner
I'd also give your Lv2's some more gear, even a Barded Warhorse would do good
A Giant seems unnecessary, more Warriors will do better IMO (Or 2 Spawn w/ MoS)

Kalec
23-10-2008, 00:24
xhws are useless on marauders. They really need the extra strength from flails or great weapons for offense. The horsemen would have a lot more cc punch with flails, but you seem to want them for marchblocking instead of offense. They can negate ranks with hand weapons just fine, and a musician would help with fleeing and rallying a huge amount.

The sorcerers aren't enough for magic heavy, and the upgrade to level 2 is a waste of points for magic defense, which seems to be their role. Give em each a second scroll, drop them down to level 1.

Champ is not worth it on knights. Drop it, give the unit the warbanner.

Mark the giant. ASF gives him the ability to win combats before they begin.

ashen
23-10-2008, 02:37
I disagree about the mages, give one a power familiar and the other the book of secrets and you have 8 power dice, which is respectable.
I would also change the knights to nurgle, give them the banner of rage or the one that gives them a 5+ ward from shooting.
Marauder horsemen are cool, but i agree aout the chariot, they just seem to go down too easily.
Apart from that, I like the list, it seems to have a lot of hitty power.
Cheers,
Ashen