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View Full Version : All cavalry WoC 1500pts, advice needed!



kelly110581
25-09-2015, 12:05
Hi all, so I'm making a switch from VC (which I've stuck with for a few years) to WoC and fancied a go at an all cavalry list for a change of pace and to freshen up my tactics. Before I rush out and buy loads of stuff I thought I'd put up a list for dissection and see what more experienced chaos players make of it. Forgive me if I make any stupid mistakes as i'm used to a horde army with a few heavy hitters so this is a case of unknown territory for me. After checking through the main rulebook and the WoC army book several times I think I've got the theory right but no idea if it'll work in practice... So here's my list, i've just got a bad feeling i'm going wrong somewhere or there's something vital I've missed. I'll list my concerns at the end but please point out anything else you can see wrong as well, there's no such thing as bad critiscism!

Exalted Hero, MoS, Steed of Slaanesh, Allure of Slaanesh, Sword of Striking, Enchanted Shield, Talisman of Endurance, accompanies Hellstriders of Slaanesh -205pts

Exalted Hero, MoK, Shield, Barded Chaos Steed, BSB, hideous visage, accompanies 9 Marauder Horsemen -169pts

9 Marauder Horsemen, MoK, flails, light armour, (Might as well have light armour as hero stops them being fast cav anyway) -171pts

5 Marauder Horsemen, MoK, flails -90pts

5 Marauder Horsemen, MoK, flails -90pts

5 Warhounds, Vanguard -40pts

5 Warhounds, Vanguard -40pts

5 Warhounds, Vanguard -40pts

5 Warhounds, Vanguard -40pts

5 Warhounds -30pts

8 Chaos Knights, MoN, Ensorcelled weapons, SB with razor standard, musician -425pts

9 Hellstriders of Slaanesh, M + SB, hellscourges -200pts

TOTAL: 1500pts

Idea is the vanguard warhounds and marauder fast cav get ahead, blocking line of sight to everything else and engaging units that I don't want charging/shooting at my heavy hitters. the warhounds are meant to die and i expect the marauders will do the same, but if they hit gunlines/redirectors hopefully they'll tear through em and out the other side.

The bare warhound unit sit aside of the slower cav as it advances to act as flank protectors themselves, and generally everything else will charge/flank where appropriate.

My main concerns;

NO MAGIC!?- Is this a major weakness or am I just panicking because i'm so used to my VC army relying so heavily on magic?

Overspending- Is the Khorne hero really useful? He will hit real hard and with a 1+ save he shouldn't be going anywhere fast, turning a unit of marauders into something deadly. Maybe lose the shield and replace with a flail/great weapon for s7 on the charge/permanent? BUT I could use those points for another unit of Vanguard warhounds AND another 5 Marauder horsemen. Or even a Nurgle Sorceror?

More overspending- Does the Slaanesh hero really need all that stuff? I was picturing him challenging enemy characters/wizards and tearing them to shreds without them even being able to hit back (thanks to allure of slaanesh). But would the points spent on allure, the talisman and sword be better spent elsewhere?

Not enough SMASH- There's a lot of chaff to protect the heavy hitters, but is it too much chaff? Am I still thinking like a necromancer and trying too hard to surround myself with expendable units or is this the right way to play it?

Missing a trick- Is there something major i'm missing. For example, would chariots be a better escort for the slower cavalry by sacrificing 2 unit of bare warhounds, 1 vanguard unit and some marauders? Or is lots of small units a good thing?

Really looking forward to hearing what you guys have to say!

Lordcypress
25-09-2015, 14:26
I'm playing testing a fast moving WoC list myself. So far what I've found is that it doesn't have enough staying power. If you come across any elite horde unit like, oh lets say Swordmasters, Hammers, Greatswords, Executioners etc...... you don't have enough wounds for prolonged combat. So you'll find yourself really avoiding these units and picking off his weaker smaller ones. Also I found that too much chaff can get in the way of your own troops too. I would try and boost up your leadership from your General. Those Warhounds unit only have to take 2 wounds and they'll be taking panic checks. You don't want them running back toward you and blocking potential charges. I would definitely take out a unit of hounds and make your second Exalted Hero a BSB or find the points to include Throgg.

I am curious to see how your Hellstriders perform. They have always intrigued me. So much potential and so fast. Imagine getting first turn. Vanguard up 12 inches then march 20". You could be behind some of his units on turn 1, without ambushing or flying!! Let me know how 9 work out for you. I was think 9 or 10 myself.

kelly110581
25-09-2015, 15:29
Thanks for the tips, it's good to hear from someone who's tried out a similar list themselves. I was thinking that myself with the second Hero, he might as well be BSB as he doesn't have any magic items anyway so it wouldn't affect him. Throggs a nice idea but with all the hounds being out in front and only having a move of 6 himself i'm not too sure how I could make that work...

What sort of list are you running, have you used different units or something similar?

I went for 9 with the hellstriders to make a round 10 with the hero, 2 ranks of 5. Figured that I could try and get some marauders to charge the front of a unit and flank/rear-end with the hellstriders. Have to be careful though, theyre real fragile til they get the bonuses for destroying units (which is why i stuck the hero in with them).

I see what you're saying about the elite hordes, could be a big problem. How well would nurgle knights work in that situation? With playing VC before I'm not used to 1+ armour saves lol, can they hold their own or will they just be bumped off one-by-one?

Vulgarsty
25-09-2015, 20:57
How about this? As Lordcypress says - staying power is iffy and you'll never be steadfast - it will on the other hand, hit like a ton of bricks and be fast enough to let you pick your fights and pull off multiple flank charges etc

Your general isn't there to provide LD (you have a bsb in the thick of it to re-roll beserk rage, plus a lot of your army is immune to psychology or at least fear) he is there for some magic offence/defence (lvl 2 perfectly respectable at 1500) and warmachine hunting. Chariots in centre cos they cant march and if deployed on a flank may be out of the action, flank on either side with your most durable units - knights on less demanding side, skullcrushers against the biggest enemy threat, then marauder horse on each wing to try flanking (see each unit as as a detachment of the knights and skullcrushers respectively). dogs are just a drop.

If you fancy swapping a vanilla MoN chariot for a MoN gorebeast - which is a much better chariot, you also need to drop the dogs and give the marauders javelins or light armour to put core bang on 25%, you then also have enough to buy a Dragon Bane gem for the general.

You have inspired me to give this army concept a test next week - (have to proxy 1 unit of marauder horse tho with nurgle or something)

Total Roster Cost: 1496

1 Chaos Sorcerer of Tzeentch, 195 pts (General; Mark of Tzeentch; Level 2 Wizard; Hand Weapon; Chaos Armour; Eye of the Gods; Enchanted Shield; Disc of Tzeentch (Daemonic Attacks; Fear; Fly; Swiftstride)

1 Exalted Hero of Khorne, 241 pts (Battle Standard Bearer; Mark of Khorne; Hand Weapon; Halberd; Chaos Armour; Extra Attack; Eye of the Gods; Frenzy; Immune to Psychology)
Dragonhelm; Dawnstone. Mounted on Juggernaut of Khorne (Brass Behemoth; Daemonic Attacks; Fear; Murderous Charge; Swiftstride)
3 Skullcrushers of Khorne, 244 pts (Champ; Hand Weapon; Ensorcelled Weapons; Chaos Armour; Shield; Extra Attack; Fear; Frenzy; Immune to Psychology; Mark of Khorne)

6 Chaos Knights of Nurgle, 300 pts (Champ; Musician; Standard Bearer; Mark of Nurgle; Barding; Hand Weapon; Ensorcelled Weapons; Chaos Armour; Shield; Fear)

6 Marauder Horsemen of Khorne, 118 pts (Champ; Mark of Khorne; Hand Weapon; Flail; Extra Attack; Fast Cavalry; Frenzy; Immune to Psychology; Swiftstride; Vanguard)

6 Marauder Horsemen of Khorne, 118 pts (Champ; Mark of Khorne; Hand Weapon; Flail; Extra Attack; Fast Cavalry; Frenzy; Immune to Psychology; Swiftstride; Vanguard)

1 Chaos Chariot of Nurgle, 125 pts (Mark of Nurgle; Scythed wheels; Impact Hits (D6+1); Swiftstride)

1 Chaos Chariot of Nurgle, 125 pts (Mark of Nurgle; Scythed wheels; Impact Hits (D6+1); Swiftstride)

5 Chaos Warhounds, 30 pts (Swiftstride)



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kelly110581
29-09-2015, 07:49
Excellent points, had a feeling I needed to get a wizard in there somewhere, i'll review it later. I'd love to hear how you get on with your game, all feedback of any kind helps, I won't buy a single model til I'm confident in the list.

kelly110581
29-09-2015, 14:46
Ok, so a buddy of mine is up for a game this weekend and has agreed to let me use some of my old (very old) brettonians in a 'counts as' game so he gets the chance to try out how wood elves work for him. It'll be 3000pts and he'll be using an allied army of high elves and wood elves, his high elves tend to be based around blocks of tough infantry (swordmasters), bolt throwers and lots of spearmen/archers with a unit of silver helms usually. He's expressed interest in trying out a 'shooty' wood elf army so I'm guessing his allies will be mostly glade guard/waywatchers but we'll see. So this is what I've come up with, based on what I've been advised and bearing in mind i'm using allies with a super-cheesy blood knights deathstar (I've got the models and figure it keeps with the theme so will be worth a try). Does this look like it'll have any luck?;
CHAOS (1499pts)
-Chaos Lord, Mark of Slaanesh, Steed of Slaanesh, soul feeder, Sword of striking, Enchanted shield, accompanies hellstriders of Slaanesh (270)
-Exalted Hero, BSB, Mark of Khorne, Barded Chaos Steed, shield, accompanies Khorne knights (164)
-Chaos Sorceror, Level 2, Chaos Familiar, Mark of Slaanesh, Uses Lore of Slaanesh, Steed of Slaanesh, Charmed shield (205)
-10 Marauder Horsemen, Marks of Khorne, flails, javelins, SB (200)
-10 Marauder Horsemen, Marks of Khorne, flails, javelins, SB (200)
-5 Chaos Knights, Marks of Khorne, Ensorcelled weapons, full command with gleaming pennant (stacks with bsb for frenzy control) (260)
-9 Hellstriders of Slaanesh, Musician, Standard bearer, hellscourges (200)

BLOOD KNIGHTS (1499pts)
-Vampire Lord, The book of Arkhan, Ogre blade, Heavy armour, Shield, Dragonhelm, Summon creatures of the night, Aura of Dark Majesty, Dread Knight, Barded nightmare, Use lore of death, always uses Invocationof Nehek (to heal knights) (373)
-Vampire, Lance, Heavy armour, Shield, fear incarnate, summon creatures of the night, Barded Nightmare, Use lore of death, always uses Invocation of Nehek (to heal knights) (155)
-Vampire, BSB with The Screaming Banner, Lance, Heavy armour, Shield, Summon creatures of the night, Barded Nightmare, Use lore of
death, always uses Invocation of Nehek (to heal knights) (185)
-12 Dire Wolves (92)
-10 Dire Wolves (80)
-10 Dire Wolves (80)
-10 Dire Wolves (80)
-10 Dire Wolves (80)
-7 Blood Knights, musician and SB (370)

TOTAL: 2998pts

I figure the dire wolves make better chaff than warhounds anyway cos I can boost their numbers on the move using invocation of nehek/summon creatures of the night. Better still, they're unbreakable so won't be causing panic tests from fleeing. I plan on using the sorceror of slaanesh as offensively as possible early on to make my bud waste dispel dice on the sorceror before I use Invocation of nehek later in the game to heal any losses in the blood knights. The blood knights themselves cause fear and with vamp bonuses enemy have to test on 3D6 and re-roll even if they pass. I'm hoping that I can stop the shooting early with the dire wolves, tear through the bolt throwers with the hellstriders, clean up the wood elf proxies with marauders and finish up with a combined charge on the block of swordmasters (ideally rear with hellstriders, flank with blood/chaos knights and frontal with blood/chaos knights/marauders).

At least thats how I hope it goes. Probably lose my screen of wolves on turn 1 and half my heavy hitters the next round before trying desperately to claw back some sense of dignity :)