WoC, last updated: a long time ago
and what about my main question?:
40xchaos warrior unit ? does it work? or stick to 2x20 ?
I've seen 40 warriors and it worked well for that player. However, it is not unbeatable! I beat that unit once after taking out quite a few of them with shooting and magic, followed by a nice combo-charge. Do think HE's are one of the best armies to do this... so you may very well rule against most other opponents.
Depends, 40 sword & board tzeentch warriors is good for trolling your opponents, but 2x20 is more flexible.
A Halberd horde usually sends people running for the hills. Even moreso with chosen.
Had some games with 30 halberd chosen now, not quite a deathstar, but still enough to make the general consensus "screw this ****, I am not going to fight with that".
Last edited by Havock; 14-02-2012 at 11:41.
i have played 40xwarrior + shield and nurgle + shrine ( + T ), + warbaner ( useless - since there were dozens of skinks - shooting poinson bit***s) and 6 salamanders - those had a lot of fun ( full template every time across unit ). Unit heve survied with 8 warriors ... it was a magnet for oponent, so my knights could have some spare time charging on flank... tho.. when it came to killing ******* skinks i had problem to bypass my own huge unit.
but when fighting ( khorne ), shrine ( +1A) against dwarf i've had some fun when charged from back by "miners" or something similar;] ? ..... they stood still, and on my combat - reform, strike, chalange-kill, panic, runnnn, wipe out. ;]
I was wondering, what can i do with most of the imba cost/value deathstar units (like 4++ horde S.orks , hordes of furnacemonks etc...) and i think maybe it can be an option to hold 'em back with only 1 stuborn character (with cost around 350 pts) and kill the rest of the enemy with my other units...
Chaos Lord of Tzeentch
Disk of Tzeentch
Shield
Biting Blade
Bronze Armour of Zhrakk
Talisman of Preservation
Crown of Command
T5, 2+, 3++, immune to poison&KB&pschy... FTW
stubborn LD9... with nearby BsB even better
fly(!)... for speed and mobility
fear and possibility to cancel regen
mayb swap Blade (and/or shield) to Halberd for S6
Last edited by Ppistike; 16-02-2012 at 12:14.
Most Honorable Tactics Gurus,
1500 pts/army, WoC & Beastmen vs. HE & Empire (stupid of us Chaos-ers I know)
I am planning to use Wulfrik and 40+ MoK, GW Marauders to pop up behind the Empire gun line (3 cannons, a Hellblaster, and a Rocket Battery). The HE troops are in front of the guns keeping the main army away so I don't think they will really be a factor in my question. And that question is,
Should I deploy Wulfrik and the Boys as a Horde 4x10ish, or go for ranks 8x5ish (or 7x6ish)? Since I can only get 5 Marauders + Wulfie on a War Machine at any one time, I am not sure the Horde would be to my advantage. Of course, if I have lots of ranks, I think the Empire is going to turn all 3 cannons my way since I am going to have to stand for at least one round of shooting before I can charge. With that guaranteed round of Grapeshot in the face from the closest cannon and possible Hellblaster support, I am worried that I won't survive to make the charge. Where I come in will be key, obviously, and there is a strong chance that there will be a unit of Ambushing Gors in the area too.
It may not be an optimal plan, but I would like to try it. So I am just looking for how to make it the most effective. Thoughts, recommendations or sarcastic remarks?
How do you plan to take out five warmachines with one unit that can't charge until turn 3 at the earliest?
Help me with my campaign rules! http://www.warseer.com/forums/showthread.php?t=324441
Wulfrik may enter on Turn 1 on a roll of a 5+ if using Seafang. "Wulfrik and a single unit of Marauders may choose not to deploy as normal but to enter play from any table edge, exactly as if he and his unit had pursued an enemy off that edge the previous turn. If this option is chosen, roll to see when Wulfrik and his unit enter play." pg. 74 WoC Army Book.
The hope is to survive the Empire Shooting Phase, charge, kill WM, overrun, kill, etc. I saw it work with trolls. Hoping the numbers will make it work.
Still, he usually won't show up until turn 2-3. By that time, you could have easily taken out all of his warmachines with a couple units of marauder horsemen, much cheaper and more dependable.
Help me with my campaign rules! http://www.warseer.com/forums/showthread.php?t=324441
Taking out warmachines is fun with a unit of 20 Marauder Horsemen and a Slaanesh Sorcererlord on a Steed of Slaanesh. It is my new favourite unit! Turn one if i get to start i can often be in my opponents deploymentzone unless its a horde army that covers edge to edge. But anyway, i use them to set them up against what i think is the weakest part in the army and so that they cannot get charged by something nasty. Getting charged by something not so nasty that you can win over and overrun/or change formation and direction, setting up for a nicer charge next turn is pretty ok in my book. And the Slaanesh sorcerer can sometimes screw up the opponents army with the right spells. I usually give him a full combat-kit. Chaos Runesword, Shield of Protection and Talisman of Preservation. Tzeentch third eye is good too, or the vomit gift and roar. I change it around as i feel for it.
Cheers-Kaos
O&G: http://warseer.com/forums/showthread.php?t=124570
*2500 painted 15/5 2011*WoC: http://www.warseer.com/forums/showth...=1#post3294559
Dwarfs! http://www.warseer.com/forums/showthread.php?t=168834
My art on facebook, take a look if you like 2-D stuff too! http://www.facebook.com/JonasWideenArt?ref=hl
If by shield of protection you mean enchanted shield, you can't have that as well as the ToP and Runesword. That would be 110 points of magic items, since we have to use the points cost from the army book, not the BRB.
Help me with my campaign rules! http://www.warseer.com/forums/showthread.php?t=324441
I've just finished a rewrite of Codex: Dark Angels for 6th edition!Find it here:
http://www.warseer.com/forums/showth...ex-Dark-Angels
No, if Wurrzaq is in the unit *his* ward save goes to a 4+, not the units.
Originally Posted by SiNNiX
Originally Posted by HereComesTomorrow
u'r right.. we totally misplayed this rule..now i go and kick my friend s *ss![]()
Hey all-
New WoC and generally new WFB player here with a quick question: Bearing in mind that I'm a new player with overall questionable skills- another new player in my group who I play against regularly has a HE army. I cannot, for the life of me, beat him. As I said, my skill obviously is in question, but I believe I field some healthy lists and have a decent grasp on basic tactics to the point that i'm not just making stupid moves over and over. In example, I often field khorne shield/halberds, tzenche sword+board, as well as GW/Khorne marauder hordes, so it's not like I'm fielding all chaos spawn or some junk like that
My main problem is dealing with the overpowering casting of the HE, the insane initiative/ASF, the abundance of high strength weapons, above-par leadership, and my lack of decent firepower (I do field Hellcannons now and then).
Without giving a play by play, what basic mistakes do WoC players usually make vs HE that lets them capitalize on their already staggering advantages?
Galley,
I play the HE scurge routinely and feel your pain! In a 1500pt game, I had a success and failure against them last week by using Throgg and 4 trolls (3 wide, 2 in back). I screened them with 7 Warhounds and was able to charge 10 Phoenix Guard. They killed one troll due to ASF. Throgg then used his breath weapon (rolled 10 S5 hits) that killed 6 of the little pointy-eared-nose-miners! After the other three trolls attacked, only had 1 Phoenix left, so Throgg stomped him into Elf-goo (and there was much rejoicing).
However, the next unit the trolls took on was the abonination of nature known as the Sword Masters (only 6). They returned the favor and their ASF and my bad rolling did enough wounds to make me flee, get caught, die and cry. I eventually lost the war. But I believe that Throgg & Co. are a serious threat to the HE-pukes due to how quickly they can engage, the strength they hit with, and the staying power of Regen... if you can support them (perhaps with Warhounds or Marauder Horse [my dogs died before they could help with the above]).
I have also used Wulfrik and 20 Marauders (would have used 40 but I didn't own them at the time) to pop up in his backfield with some success. I was able to take out his Archers and Bolt Thrower and forced him to change his battle plan. Wulfie eventually died to one of his named monsters (Tirion, I think) but that pulled him off the line my Warriors were hitting. Won this one shortly thereafter.
I, like you, have tried many a configurations in the battle against Elf-dom and it has really depended on who the Dice Gods were smiling on that day. I'd love to hear how to CONSISTANTLY beat HE Special troops (Sword Masters, Phoenix Guard, and White Lions, in particular). But I think Throgg and Wulfrik can be good choices. Good luck, Warrior
Last edited by Efrovius; 23-02-2012 at 15:52.
Don't forget that the mutant regeneration can lead to some sick trolls with the eye of the gods rolls (there doesn't appear to be a limit on how many rolls you can get other than one per phase) and of course, Throgg gets those bonuses too. Against Elves, the Hellcannon can be your best friend (large template + T3). And a horde of Khorne Marauders with GW should be able to tie up a lot of HE units (I don't play with marauder infantry though).
Chariots will also ruin the day for HE's and against small units a ASF lord with many eyes helps...