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  1. #1
    Thats Mr Snegz to you sneggy's Avatar
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    2000pts Warriors of Chaos-Nurgle-Fun/semi comp

    Hey, just my first list looking to get back into Fantasy.
    Played a game today borrowing a buddies chaos army for a tag team game with his elves vs skaven and orcs. Had great fun so threw together a list.

    Heroes:

    Exalted Hero(general)
    Mark of Nurgle
    Chaos steed
    Great weapon
    Helm of Many Eyes
    159

    Exalted Hero
    Mark of Nurgle
    Halberd
    BSB
    144

    Sorcerer
    Level 2
    Mark of Nurgle
    Dispel Scroll
    165

    Sorcerer
    Level 2
    Mark of Nurgle
    Deaths Head
    160

    Core:
    15 Warriors
    Halberds, Shields
    Full Command
    Mark of Nurgle
    315

    15 Warriors
    Halberds, Shields
    Full Command
    Mark of Nurgle
    315

    50 Marauders
    Flails
    Full Command
    Mark of Nurgle
    300

    5 Warhounds
    30

    5 Warhounds
    30

    Chaos Chariot
    120

    5 Chaos Knights
    Musician, Standard Bearer
    Mark of Nurgle
    260

    Total: 1998

    generic plan is to horde the marauders with the BSB in there.
    Then can either deploy a unit of warriors on each side and have a solid core with the knights, chariots and their warhound missile screens floating around.

    Or can place both warrior units on one side alongside the marauders and refuse a flank, using the warhounds to slow down the refused flank while the warriors, knights and chariot steam roller an entire flank.

    What would you change? I am considering atm dropping 5 warhounds for a mark of nurgle on the chariot because I dislike not having a mark on every model that can possibly take it.

    Tarion'maseth-But you know that when it's time to party, you want the keg, not the 6-pack :Wink:
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  2. #2
    BrokenWing's Avatar
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    I'm not sold on warhounds, especially in small numbers. Chariots I could go either way with...there are probably better units in the book. If you dropped those three you could spend the points on making your warriors units of 15 (much too small) to 20, which is about right for a unit that costs that many points base. This gives you an all important extra rank. I'd ditch the flails and take Great Weapons on your marauders instead. Marauder hordes (of which I field two very large ones myself) are tarpits. If you want them to be tarpits that do damage, great weapons work really well. You have 50 guys, you can afford to not worry about your initiative and just strike at strength 5 all the time instead. I made that switch and have never looked back.

    Why no Lord? I know some people don't like to take Lords for reasons I don't really understand, but I've always found mine to be rather invaluable. Granted Chaos Hero choices are pretty good.

    As for Warhounds slowing something down...forget about that, they won't slow anything down, especially in small numbers. Warhounds die faster than marauders.

    Personally in 3,000 points I field two units of 48 with armor, shields, great weapons and the mark of tzeentch, very effective. Nurgle is a good choice too though. About the only mark you can go wrong with is Slaanesh, which is utterly worthless.

    Don't merge your warrior units, you haven't built your army around that, so don't try it without doing that. For example my army is built as one big tarpit that grinds the enemy down, usually as a team game army. In 3,000 points I have a unit of chosen flanked by my above mentioned marauders with the flag that makes units within 6 inches stubborn. I also take Valkia and two Warshrines (of tzeentch) so generally, my units don't break and they will grind down any unit not of the same size. For more threatening units, I can just flank counter charge with my Chosen and Valkia.

    Your list is more designed to hit and break the enemy, so combining your warrior units just makes it easier for the enemy to avoid your warriors, or tie them up.

    Last edited by BrokenWing; 21st July 2011 at 07:53.
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  3. #3
    Thats Mr Snegz to you sneggy's Avatar
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    Originally Posted by BrokenWing View Post
    I'm not sold on warhounds, especially in small numbers. Chariots I could go either way with...there are probably better units in the book. If you dropped those three you could spend the points on making your warriors units of 15 (much too small) to 20, which is about right for a unit that costs that many points base. This gives you an all important extra rank. I'd ditch the flails and take Great Weapons on your marauders instead. Marauder hordes (of which I field two very large ones myself) are tarpits. If you want them to be tarpits that do damage, great weapons work really well. You have 50 guys, you can afford to not worry about your initiative and just strike at strength 5 all the time instead. I made that switch and have never looked back.

    Why no Lord? I know some people don't like to take Lords for reasons I don't really understand, but I've always found mine to be rather invaluable. Granted Chaos Hero choices are pretty good.

    As for Warhounds slowing something down...forget about that, they won't slow anything down, especially in small numbers. Warhounds die faster than marauders.

    Personally in 3,000 points I field two units of 48 with armor, shields, great weapons and the mark of tzeentch, very effective. Nurgle is a good choice too though. About the only mark you can go wrong with is Slaanesh, which is utterly worthless.

    Don't merge your warrior units, you haven't built your army around that, so don't try it without doing that. For example my army is built as one big tarpit that grinds the enemy down, usually as a team game army. In 3,000 points I have a unit of chosen flanked by my above mentioned marauders with the flag that makes units within 6 inches stubborn. I also take Valkia and two Warshrines (of tzeentch) so generally, my units don't break and they will grind down any unit not of the same size. For more threatening units, I can just flank counter charge with my Chosen and Valkia.

    Your list is more designed to hit and break the enemy, so combining your warrior units just makes it easier for the enemy to avoid your warriors, or tie them up.
    I'm considering dropping a unit of warhounds and the chariot for a nurgle warshrine. Seems like a good thing to follow my army around providing buffs.

    Are warriors really needed in units of 20? that seems a lot of points for one unit.
    50 marauders with great weapons instead of flails is another 50 points, I think if I were going for tarpits I'd go light armour and shield for the same points. and just have them stand there until something smacks into the enemy flank or the marauders win due to having that hero hanging out in the front rank.
    No Lord because (as you may have noticed) points are tight and I'm trying to take more bodies than upgrades, hence the double exalted heroes instead of the single lord.
    I don't expect the warhounds to slow anything down by fighting them. But by flee reactions, march blocking and unit angling to force units to move to places they dont want to be.

    Tarion'maseth-But you know that when it's time to party, you want the keg, not the 6-pack :Wink:
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  4. #4
    BrokenWing's Avatar
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    March blocking isn't exceptionally effective anymore, because it can be bypassed with a leadership test. Angling units away can work, but if you go against anyone with shooting or some offensive magic they'll just paste your warhounds before they have to worry about it, because there are only five of them.

    As for 20 man warrior units, generally if it's not a horde or a shooting unit I think it should be in a regiment of 20 unless you're looking at something crazy expensive (knights, chosen, etc). Warriors are good, but they aren't so good that you won't need to worry about rank bonuses. If you lose 5 guys, you're already down to just one rank bonus. If you have 20 and lose five guys, you're still good to go. The thing is, you're playing Chaos, your stuff is expensive no matter how you look at it, so sometimes you just have to spend the points.

    You're heroes are fine, I was just curious.

    Warshrines...depending on how you feel about using the Mark of Tzeentch, they can be really useful beyond just buffs. That high toughness with good saves makes them hard to kill. You can block stuff nicely with one of those exactly the same way you want to with your Warhounds, but not have to worry about it dieing at random before it does its job.

    Third Doctor reverses the polarity of your neutron flow.

    One must stand alone against the Darkness.
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