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Hordes of Chaos, Nurgle 1500 points; army list
Topic Started: 23rd March 2007 - 06:38 PM (185 Views)
Nexus
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Master Assassin
NURGLE

Exalted Champion of Nurgle – 162
Halberd, chaos armour, shield, barded chaos steed, mark of nurgle

Sorcerer of Nurgle – 160
Hand weapon, chaos armour, level 2 wizard, mark of nurgle

12 Warriors of Nurgle –260
Hand weapon, heavy armour, shield, full command, mark of nurgle

12 Warriors of Nurgle –284
2 hand weapons, heavy armour, full command, mark of nurgle

24 Marauders of Chaos - 159
flail, musician, standard bearer

7 Warhounds of chaos - 42

6 Chosen Knights of Nurgle – 430
Hand weapons, heavy arrmour, shield, barded chaos steeds, full command, mark of nurgle

_____
1497

The army is small i know, but it seems pretty much the same size most armies are with the mark of nurgle on almost every unit. The exalted champion will ride with the knights who will hopefully be able to take on anything and have a chance (1+ armour save, 2 attacks, mount attacks, cause fear, character with +1 strength).
The two warrior units are small but one has 1 attack and a 4+ save, while the other has 2 attacks and a 5+ save - so they are both good at killing -_-
The marauders have the numbers and all important flails so should be able to help the low numbered warriors and knights.
The wolves are there to get in the flanks (and because i figured 7 hounds is probably more useful than a dispel scroll).
Finally, the sorcerer is just there to give me some magic really (using lore of nurgle and having 2 spells, and giving me 3 dispel dice all together). He is not that great and i dont mind changing him if recommended.
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Sebrent
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more than 1/3 of your army is that unit of chosen knights with exalted champion. Anyone who sees this will target them knowing that you have put all your eggs in one basket. Thus so, if you are going to play like that, be mindful of jezzails, cannons, and other nasty things that will shoot your knights, I'm assuming your warhounds will serve this purpose. You'll also have to watch out for flank charges since then you'll only have 3 attacks to overcome the +1/+2 CR bonus your opponent got for the flank
----Skaven Mathhammer
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Nexus
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Master Assassin
They do have a high initiative and WS though, and i can protect them with the warhounds like you say. Maybe i should drop the chosen on them, meaning they lose 1 armour save (but they still have 2+ which is not much better than 1+) and an attack, but it frees up something like 70 points, two more warhoun units?

And i can drop the sorcerer for another identical unit of marauders, or plaguebearers maybe.

Advice apreciated ^_^
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