Tuesday, October 5, 2010

Warriors of Chaos for 'Ard Boyz

I promise this will be the last 3k point list until next year's tournaments start.  Anyway, this is what the list would look like incorporating the things WoC need to win.  It still has major flaws.  But it also has some majorly scary stuff.  It's a lot faster than what people think of when they think of WoC.    Fast cav, Knights, Tzeentch Flying Circus: there will be no shortage of pressure on your opponent's flanks.  Also, most of the army is Immune of Psychology.  This is a fairly good thing to have since you WILL take casualties in shooting/magic for the first turn or two. 

Most games you will either shut down their shooting/magic Turn 1 or 2, or you will lose.  Do your best to get 2nd turn charges on their war machines/units containing wizards.  Between 4 fliers and 2 units of fast cavalry this shouldn't be hard.

The Hounds basically exist to screen the Warriors as they advance.  Your opponent will waste a turn shooting them, which gets your Warriors 10-12 inches closer unscathed.  Or they can shoot at the Warriors with a minus to hit, toughness 5 and 3+ save.  Have fun doing that.  If need be you can play "redirect the horde" games with the hounds if he doesn't have shooty stuff.
The Hellcannons drop heat rocks on the enemy and synergize very well with the Infernal Puppet.  Speaking of the Puppet, the Sorcerer Lord does not have an ideal load out to make him a certified Scary Caster.  But you MUST bring the puppet.  He MUST have a 3+ ward.  He needs a worthwhile magic weapon, if you have the points.

Onto the list.  There are probably a bunch of tweaks worth making to optimize the hero/lord loadouts to your preferences, and a lot of room for variation.  Play test it a few times and season to taste.  Just don't get too carried away with wargear for the hero level characters.  Their main purpose is to charge warmachines and shooty backline units, or crush any out of position MSU.  They don't need to be specced to be character killers (though they aren't bad at that as I listed them) or horde killers by themselves.  

Sorcerer Lord
-Level 4
-Mark of Tzeentch
-Disc
-Sword of Might
-Infernal Puppet
-Talisman of Preservation
-410

Chaos Lord
-Mark of Tzeetch
-Disc
-Shield
-Armor of Destiny
-Sword of Swift Slaying
-325

Exalted Hero
-MoT
-Shield
-Disc
-Halberd
-Armor of Fortune
-184

Exalted Hero
-MoT
-Shield
-Disc
-Halberd
-Golden Eye of Tzeentch
-174

12x Chaos Warriors
-MoK
-Shields
-Halberds
-Musician
-Standard
-Banner of Swiftness
-267

12x Chaos Warriors
-MoK
-Shields
-Halberds
-Musician
-Standard
-Banner of Eternal Flame
-262

5x Marauder Horsemen
-MoK
-Musician
-Flails
-111

5x Marauder Horsemen
-MoK
-Musician
-Flails
-111

5x Chaos Warhounds
-30

5x Chaos Warhounds
-30

3x Hell Cannons
-615

5x Chaos Knights
-MoS
-Standard
-Musician
-240

5x Chaos Knights
-MoS
-Standard
-Musician
-240

Total:  2999

2 comments:

  1. Yeah, the list I'm working on can't even be compared to this list. Totally different overall tactics. I stated earlier that I am opposed to the win/lose by turn 2 mentality. It's just not my style, not in my mindset.

    I'm curious about the knights and horsemen, in these hyper-competitive games what sort of units are they shooting to best? I can see taking down warmachines, skirmishers, and MSU with ease, but won't they have trouble against most infantry? I understand that you'll have plenty of opportunity to back them up with other units, but then we're getting into boots on the table tactics which is nearly impossible to do online.

    Damn, I wish we could play a game...

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  2. The basic plan is to use the triple Hell Cannons on your opponent's massed infantry and if you can't totally annihilate them, you can at least soften them up to the point where the Khorne warriors can puree them.

    The Knights and horsemen are there to, essentially, guard your flanks and/or threaten your enemy's flanks and backline. They are a fair bit harder than enemy fast cavalry and there is very little your opponent will put on his flanks that can hang with the knights.

    The general overarching strategy of this list is to counter the general lack of shooting and very linear nature of WoC.

    People view WoC as a line up your guys and march forward. This list does not do that. Between vanguarding fast cavalry, flying Tzeentch circuses, and relatively fast rock solid killy knights you are in your opponent's deployment zone early causing... well... chaos.

    If you can get their blocks to turn sideways or backwards to deal with your threats in their backlines, you have gone a very, very long way towards winning.

    I mean, what do most people do when a Tzeentch Lord with a 3+ ward save on a Disc is killing their cannons on turn 2? What is their answer for that? Shooting him? Nope, all your shooty units are dead or in combat with other disc guys or my cavalry.

    It all goes back to my analysis that the WoC army book isn't balanced. It's hard to find answers to everyone's threats in it the way High Elves or Skaven can. Since you can't react to everything your opponent is going to throw at you, you have to be the proactive one and put threats out there that he has to struggle to come up with answers to. That isn't a bad strategy for any army, but for WoC I think it's essential.

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