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Post by Dave, Master of Muppets on Dec 13, 2012 12:00:05 GMT -5
Without Further ado!
Lords
Chaos Lord 315 -Shield -MoT -Crimson Armour of Dargan -Talisman of Protection -Rending Sword
Heroes
Wulfric the Wanderer 185
Core
Warriors of Chaos x 15 230 -Shields -MoT -Full Command -Blasted Standard
Warriors of Chaos x 16 242 -Halberds -Sheilds -MoK -Full Command -Rapturous Standard
Chaos Marauders x 49 394 -Great Weapons -Light armour -MoK -Full Command
Chaos Warhounds x 8 48
Chaos Warhounds x 8 48
Chaos Warhounds x 8 48
Chaos Warhounds x 6 36
Special
Chaos Knights x 10 545 -Full Command -MoK -Banner of Wrath
This army will be getting a trial by fire against Dwarves..... Wish me luck guys!
Dave
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Post by flamingkillamajig on Dec 14, 2012 2:39:00 GMT -5
I'm really not terribly familiar with warriors of chaos or most army lists except vampire counts to an extent and skaven.
If i remember correctly dwarfs are a really shooty race. Most ballistic skill type shooting isn't that great but war machines are beastly.
I haven't fought against chaos much but i know their soldiers are pretty tough. I heard the hellcannon is pretty insane. I'd only use the warhounds for re-directing charges as they won't do much else.
At 2,000 pts units of only 15-16 models tend to get swamped down rather easily. This is 8th and not 7th so large rank-and-file units are a bigger deal than lots of small ones.
I'd like to know some of the special rules on some of these items and upgrades. That'd probably give me a good idea of what you can do.
So yeah i'm not familiar at all with warriors of chaos but i am familiar with dwarfs although only as skaven. The dwarf cannons aren't fun for me to deal with. I'm not sure what all they have but organ guns might hurt you a bit. Dunno about dwarf stone throwers/catapults about what strength they are.
Dwarfs are slow as hell with initiative with only undead, lizardmen and ogres being slower or as slow. I think lizardmen are the worst initiative-wise esp. overall of all races.
I haven't faced many melee heavy dwarfs but i guess we'll see what they're like. If i remember when they flee from combat or pursue their movement is always at -1. Very helpful that skaven have +1 to movement when fleeing as dwarfs have issues catching up with anybody but esp. running down skaven. I don't think i've faced slayers that much and i think they're at least frenzied. That said frenzy is lost when combat is lost and frenzy can be kited pretty well to throw frenzied units around where they don't want to go. The only unit they have with armor as close as yours are the ironbreakers. I haven't faced many elite dwarf lists though. I'd like to see some at some point.
The main dwarf weakness is initiative and movement (movement 3 which is the worst movement of all races and initiative 2). Basically dwarf players can't really run at their enemies if they're being shot to death. The best thing to do vs dwarfs is force them to take initiative checks. Magic is generally a waste vs dwarfs depending on what they have.
I will re-state that though watch for their shooting and the prevent you from doing really any magic. With your army i'd rely on your heavy armor and maybe hellcannons since they negate magic and you don't have much in the way of shooting to my knowledge.
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Post by Dave, Master of Muppets on Dec 14, 2012 8:32:03 GMT -5
Right.... I have taken the Artillary into acount and that is were Wulfrick coes in handy ;)his special rule, Seafang, allows him and a single unit of Marauders to be held back during deployment, and when he becomes avaiable, he can come in from ANY table edge.... The best part is that my opponent knows as little about Warriors of Chaos as you do FKM. Bring on the pain!
The Dogs will be used as ascreening unit.
As for magic items; -Crimson armour - Negates Killing blow, unsaved wounds can never be confered into multiple wounds. -Rending sword - Re-roll failed rolls to wound. -Talisman of Prot - 5+ ward save I think
Dave
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Post by flamingkillamajig on Dec 14, 2012 12:12:53 GMT -5
Wow crimson armor sounds annoying as all hell. The rending sword not so much but you'll probably need it. Talisman of protection is pretty basic wargear.
If i remember reserves are kind of hard to handle. They might come in when you want them but like 40k they might take as long as deepstriking or reserves there or outflanking units. Usually i find war machines have done their damage by the end of turn 2 and will do no more for the most part. Really it's more about hitting his units in an area they won't expect or possibly forcing his gunline in the way back to turn around the war machines so that he doesn't get hit in the rear horribly.
My problem with the dogs is that if they will break from panic tests and cause other units to panic. I don't think they block line of sight but if you can get them as a threat of clogging up ranged units in melee it might help.
My opinion of most ranged units like handgunners is that they suck even though dwarf handguns give +1 BS or something. At long range that's one negative modifier and then you have to deal with things like heavy cover (-2 BS), soft cover (-1 BS), skirmishers (-1 BS), stand and shoot (-1 BS) and stuff like that. Also handguns can't move and shoot and i don't think crossbows can either. Sure they won't receive the negative modifier for move and shoot but they can't shoot in that case at all.
In my opinion with dwarfs considering their poor movement, heavy shooting and most insane leadership for any faction (Ld 9 and 10 are pretty standard for everything in the dwarf army) he'll probably hug the table edge.
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