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post #11 of 27 (permalink) Old 08-19-10, 09:26 PM
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Since when were lvl 4 casters the only ones allowed to use lore of shadows?
Since Pg 120 of the Army Book specifies Fire or Death only (as Drax pointed out).

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True, but the debuffs still help, I mean he has nothing there to take out big monsters, so if an ancient stegadon charge straight into those warriors, they are wounding it on a 6+ and it then gets a 4+ save, so they are very much screwed cause thats just gonna thunderstomp them to oblivion.
Which is why I take Death on my level 2. He's more or less guaranteed one of the 2D6/No save spells, or the Mind War signature might even be better against a high S/T monster like that.

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Yes, but if you have your warshrines on your flanks, or dont be stupid enough to get baited into a flank charge then you wont get flanked.
In his list he has no units designed to prevent flanking. Just three units of Warriors - which is why I mentioned it.

90% of people think they are above average.

Statistically Improbable. Psychologically Inevitable.
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post #12 of 27 (permalink) Old 08-20-10, 02:44 PM Thread Starter
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There is much wisdom here and I must admit, I came up with a very unwieldy list, relying far too much on my Sorcerers to clean up everything thats not in the Warriors' forward arc. I see that now and I think I've come up with something. I tried to stick to the casting-heavy theme of the army but added a few tidbits that I've seen yesterday in my LGS to be of incredible use.

Sorcerer Lord; lvl 4, MoT, Disc, Bloodcurling Roar, Talisman of Endurance, Enchanted Shield - 370

Sorcerer; lvl 2, Lore of Death, Infernal Puppet - 155

Sorcerer; lvl 2, Lore of Death, Spell Familiar - 140

12xWarriors; Halberds, Shields, MoK, Musician, Standard Bearer - 252

12xWarriors; Halberds, Shields, MoK, Musician, Standard Bearer - 252

5xMarauder Horsemen; Javelins, Flails, MoS - 90

5xMarauder Horsemen; Javelins, Flails, MoS - 90

Warshrine; MoT - 150

Total: 1499

Originally, the guy I saw used Throwing Axes instead of Javelins, but I think that if I had to choose between +1S vs +6"s I'd pick the latter because it helps keep my Fast Cav from getting killed too fast. MoS is useful because this way they won't get scared, though MoK would have been the best (and fluffiest) choice but I didn't have the points.

Another thing he used with great efficiency was the Tzeentch Lord on a Disc with Bloodcurling Roar: he was trolling his opponent to no end, with hiding behind buildings so he wouldn't be seen except for his chosen victims who would be shouted at in a similar fashion to the Necrolite from DotA - the thought alone warms my heart.

The Tzeentchian Warshrine has always been a favourite of mine, though my faith in it is further solidified by Sethis' stories about what it did in his games. And the model I have in my head looks promising too.

The fool, the coward, and the ignorant proclaim that the warp is a realm of unknowable peril and indescribable terror, that it is the hell of countless ancient myths and legends. This is a lie, told by those whose authority is based on lies, to keep the masses terrified of the unknown. The warp is limitless power and its secrets are infinite; it is knowledge and strength, life and death, and the untapped potential to make and remake worlds. It takes only the discipline and the will to shape it; those who lack that clarity of purpose are liable to be shaped by it instead.

- Ahzek Ahriman of the Thousand Sons
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post #13 of 27 (permalink) Old 08-20-10, 09:10 PM
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that looks good, the mos on marauders is the only time its good, and no, axes are better, cause all you do is run behind your enemy and throw, especially since nowadays most units cant charge on average 11" so being 12" away wont help from being charged, also fast to shoot rule means you dont get penelties for moving and shooting.


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post #14 of 27 (permalink) Old 08-20-10, 09:12 PM Thread Starter
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But... but I don't have the points for axes... I'd have to drop the Flails... ;_;

The fool, the coward, and the ignorant proclaim that the warp is a realm of unknowable peril and indescribable terror, that it is the hell of countless ancient myths and legends. This is a lie, told by those whose authority is based on lies, to keep the masses terrified of the unknown. The warp is limitless power and its secrets are infinite; it is knowledge and strength, life and death, and the untapped potential to make and remake worlds. It takes only the discipline and the will to shape it; those who lack that clarity of purpose are liable to be shaped by it instead.

- Ahzek Ahriman of the Thousand Sons
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post #15 of 27 (permalink) Old 08-20-10, 09:57 PM
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well to put axes on one unit i'd swap the enchanted shield for a dragonhelm - still grants +1, i know the shield is +2, but thats still a 2+ save plus you get a 2+ save against flaming attacks which seems apt to me!
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post #16 of 27 (permalink) Old 08-20-10, 11:14 PM
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Given that your Marauder Cav is going to go after missile units and war machines, I would consider not even bothering with ranged weapons at all - it is now extremely hard to cause wounds on war machines with conventional weapons. Just charge them instead.

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post #17 of 27 (permalink) Old 08-21-10, 01:01 AM Thread Starter
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Given that your Marauder Cav is going to go after missile units and war machines, I would consider not even bothering with ranged weapons at all - it is now extremely hard to cause wounds on war machines with conventional weapons. Just charge them instead.
As long as they can provoke armour saves that can be failed I don't mind spending 2x5 points on them. Plus they're a decent plan B for failed charges.

The fool, the coward, and the ignorant proclaim that the warp is a realm of unknowable peril and indescribable terror, that it is the hell of countless ancient myths and legends. This is a lie, told by those whose authority is based on lies, to keep the masses terrified of the unknown. The warp is limitless power and its secrets are infinite; it is knowledge and strength, life and death, and the untapped potential to make and remake worlds. It takes only the discipline and the will to shape it; those who lack that clarity of purpose are liable to be shaped by it instead.

- Ahzek Ahriman of the Thousand Sons
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post #18 of 27 (permalink) Old 08-21-10, 09:11 AM
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Can you shoot if you fail a charge?

90% of people think they are above average.

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post #19 of 27 (permalink) Old 08-21-10, 10:33 AM Thread Starter
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Can you shoot if you fail a charge?
I can't find the bit in the rulebook that says you can't shoot after a failed charge. I would remember important details like this. Not that I'm omniscient in terms of the rulebook but even one very close reading can work wonders.

The fool, the coward, and the ignorant proclaim that the warp is a realm of unknowable peril and indescribable terror, that it is the hell of countless ancient myths and legends. This is a lie, told by those whose authority is based on lies, to keep the masses terrified of the unknown. The warp is limitless power and its secrets are infinite; it is knowledge and strength, life and death, and the untapped potential to make and remake worlds. It takes only the discipline and the will to shape it; those who lack that clarity of purpose are liable to be shaped by it instead.

- Ahzek Ahriman of the Thousand Sons
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post #20 of 27 (permalink) Old 08-21-10, 10:50 AM
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Its a bit of a trip to retrieve my rulebook just now but Im certain that you cant shoot after a failed charge- if nothing else the new FAQs still has instances where special shooting attacks are said not to be able to shoot after a failed charge (eg WE's strangleroot).

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