Post by Arguleon Veq on Nov 3, 2008 10:43:55 GMT -5
I was trying to come up with a magically offensive list, something that could make an opponent come at me;
Sorcerer Lord; 369
Extra Level,
MoS,
Barded Steed,
Distendable Maw,
Blood of Tzeentch.
I didn't want to pay a lot of points to make him half decent in combat so I figure the Maw at least lets him kill things like Lizardmen, Dwarf characters etc and he has decent defense.
Sorcerer; 186
Extra Level.
Power Familiar,
Book of Secrets,
Barded Warhorse.
An all round caster. Lots of dice, decent amount of spells.
Sorcerer; 195
Extra Level,
MoN,
Infernal Puppet,
Conjoined Humonculous.
A decent caster with his Gift and the Puppet will help stump enemy magic phases, it will also help my Undivided Catser with his bigger chance of Miscats. Mark of Nurgle also helps him in combats.
Sorcerer; 185
Extra Level,
MoT,
Rod of Torment.
Mark of Tzeentch makes him a decent caster and the Rod is a decent bound spell.
23 Marauders [+ 1 Nurgle Wizard]; 145
Flails,
MoS,
FC.
4 x 6.
5 Marauder Horse [+ Undivided Wizard]; 85
Flails,
MoS.
A handy flanker.
6 Hounds; 36
Knight Screen.
11 Warriors[+ Tzeentch Wizard]; 254
MoS,
Halberds,
Shields,
Standard,
Banner of Wrath.
More magical offense and hard in combat for when the enemy reaches me, 2 x 6.
5 Knights; 230
Standard,
MoS.
My Heavy Hitter, the hammer to break a weakened enemy.
Hellcannon; 205
For the fire-power.
Spawn; 55
Spawn; 55
To hold the enemy up.
So;
14 Power + 1 Dice Re-rolled, +D3 to a roll, + 2 Bound.
7 Dispell + Modification on Miscast table.
There are two fairly dependable Infantry Blocks for when the enemy reaches me and two Cav units to hit their flanks once they do. I also have a pair of Spawn to slow them up too.
Sorcerer Lord; 369
Extra Level,
MoS,
Barded Steed,
Distendable Maw,
Blood of Tzeentch.
I didn't want to pay a lot of points to make him half decent in combat so I figure the Maw at least lets him kill things like Lizardmen, Dwarf characters etc and he has decent defense.
Sorcerer; 186
Extra Level.
Power Familiar,
Book of Secrets,
Barded Warhorse.
An all round caster. Lots of dice, decent amount of spells.
Sorcerer; 195
Extra Level,
MoN,
Infernal Puppet,
Conjoined Humonculous.
A decent caster with his Gift and the Puppet will help stump enemy magic phases, it will also help my Undivided Catser with his bigger chance of Miscats. Mark of Nurgle also helps him in combats.
Sorcerer; 185
Extra Level,
MoT,
Rod of Torment.
Mark of Tzeentch makes him a decent caster and the Rod is a decent bound spell.
23 Marauders [+ 1 Nurgle Wizard]; 145
Flails,
MoS,
FC.
4 x 6.
5 Marauder Horse [+ Undivided Wizard]; 85
Flails,
MoS.
A handy flanker.
6 Hounds; 36
Knight Screen.
11 Warriors[+ Tzeentch Wizard]; 254
MoS,
Halberds,
Shields,
Standard,
Banner of Wrath.
More magical offense and hard in combat for when the enemy reaches me, 2 x 6.
5 Knights; 230
Standard,
MoS.
My Heavy Hitter, the hammer to break a weakened enemy.
Hellcannon; 205
For the fire-power.
Spawn; 55
Spawn; 55
To hold the enemy up.
So;
14 Power + 1 Dice Re-rolled, +D3 to a roll, + 2 Bound.
7 Dispell + Modification on Miscast table.
There are two fairly dependable Infantry Blocks for when the enemy reaches me and two Cav units to hit their flanks once they do. I also have a pair of Spawn to slow them up too.