Warhammer 40k Forum and Wargaming Forums banner

1500 WoC Casting-Heavy

2233 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
1 - 5 of 27 Posts
Honestly I dont mind the MoT warriors, maybe give one unit halberds and MoK instead and use the other two to protect your sorcerors. But another thing is, I dont see the point of having two lore of death sorcerers. I mean first off being a sniping lore really you only need one death caster, preferably mobile, but then also I think it would be a very big advantage to you if you had lore of fire, to take out enemies before they get to you, or lore of shadow to debuff really tough enemies and make your shielded warriors more effective in combat, so I dont think two lores of death is good, maybe since you have a direct damage lore (LoT) and Sniping (Death) I would make the other sorcerer shadow.
Since when were lvl 4 casters the only ones allowed to use lore of shadows? If you have an undivided caster then you can choose death, shadow or fire. Heck I give my chosen book of secrets and give them lore of shadows, and thats like half a level of a wizard.

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.

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. Plus the shields will help by giving you some extra armour agaisnt shooting and even if you get charged in the side you still have a 3+/6++
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.
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!
But the dragon helm is twice the points of an enchanted shield... so how would that save him points?
so it is... that is really quite stupid, I mean now when tomb kings, wood elves and bretonia get redone, if that will ever happen, they will have enchanted shields for 5pts, so why even make the enchanted shield 5pts if no one, bar ogers (who shouldnt even be able to have shields =/) are able to use them for that amount. Its a common list for a reason, that the items are easilly attainable by all armies so I dont really see the logic in them being differently priced
1 - 5 of 27 Posts
This is an older thread, you may not receive a response, and could be reviving an old thread. Please consider creating a new thread.
Top