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Post by Arguleon Veq on Mar 5, 2005 14:57:20 GMT -5
Ok here is my first attempt at a magic heavy(obviously) Tzeentch list.
Ive decided to try and see what i can do with this as i very, very rarely use magic users besides for defence.
Hereos
Exalted Champion: MOT, Shield, Disc Tzeentch.
Aspiring Champion: MOT, 2 Hand weapons.
Core
20 Maruaders: Flails: Champ, Standard.
20 Marauders: Flails: Standard (joined by Asp. Champ).
Special
16 Horrors: 2 Flamers.
Rare
Fire Wyrm of Tzeentch.
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The Core coices would probably hold the centre and advance. They shuold be able to deal with most foes and the Hero on disc will support whichever unit needs his help.
The Firewyrm would be on one flank with the horrors on the other.
The horrors would be able to hit the enemy with magic as they advance as they would cast spells at a value of 16 without using any dice. This is in addition to the 6 power dice i already get so a lot of magic should get through.
I actually think this list could beat many armies from range through magic. Plus it can hold its own in combat.
If the spawn gets around the back of the enemy it can cause all kinds of problems with its template attack. _____________________________________________
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Ogreking
Sergeant
Your my wife now
Posts: 109
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Post by Ogreking on Mar 8, 2005 10:35:45 GMT -5
Ahh but a spawn CANNOT be relied upon all the time to do what you want it to do.
I do like the list and cannot find anything wrong with it. A suggestion mite be to get rid of the discs and place the heros in units instead. This would give them some serious hitting power as well as magical capabilities. Just a suggestion though Veq lad.
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Post by Arguleon Veq on Mar 8, 2005 17:50:51 GMT -5
Only one is on a disc.
I think ive done this so he can go chariot hunting, easily engage flanks etc.
Yeh the Spawn are very unpredictable, the main reason i want it is for the template attack, i never get to use it with my dragon because im normally charging.
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