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1500 WoC Casting-Heavy

2231 Views 26 Replies 6 Participants Last post by  Karnox
This time I went for nice Warrior blocks and lots of casting, trying to be both fluffy and effective. Its not meant to be a shit ruining competitive powerfoot but I hope that I'll be able to put up a good fight even against gunlines.

Sorcerer Lord; lvl 4, MoT, Blood of Tzeentch - 320

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

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

16xWarriors; Shields, MoT, Musician, Standard - 294

16xWarriors; Shields, MoT, Musician, Standard - 294

16xWarriors; Shields, MoT, Musician, Standard - 294

Total: 1497
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I don't see why is a MoT-Shields combo inferior to a MoK-Halberd setup. I thought that the former is the most resilient and the latter the most killy version, and I just picked the one I like the most. Seriously, its news to me.
Holy crap you're making a lot of sense. :O

Well, there goes my pure-Tzeentch army. No big deal though, I've painted my Knights in red and gold, shouldn't be hard to come up with something less classic for the Warriors. :p I guess I'll have to stick to my original fluff, where the tribe is worshipping an interesting entity who could be best described as a combination of Khornate bloodrage and Tzeentchian magic and pyromanaic behaviour.

I'm too tired to update this list right now, but I'll come up with something tomorrow and of course check if theres any other advice left.
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. :)
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But... but I don't have the points for axes... I'd have to drop the Flails... ;_;
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. :p
Can you shoot if you fail a charge? :scratchhead:
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. :)
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).
I hope you're wrong but my gut feeling tells me you're right. :(
Page 38 BRB lists a failed charge amongst things that prevent shooting.
I knew you'd show up! :biggrin: :victory:

Thanks for checking btw. :)
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