Throgg 175 (cant really not have him)
Sorcerer Lord 235 (same as above)
Lvl 4 35
Puppet 35
4+ ward tali
=350p
6x 5 Marauder Horsemen 390p (adds the needed speed)
Flails 30p
MoS 60p
Musician 36p
=516p
4x5 Warhounds 120p (redirectors, screeners )
4x 3 Trolls 135 540p
4x 20 Marauders 80p
MoS 10p
=90p
=360p
Now the remaining question is DOgres or Knights. Both units cost relatively the same the way i take them. It really comes down to whether i would rather have extra strength or initiative. Now as their are things called lore of death, lore of shadow and lore of metal. Death and shadow kill DOgres and trolls while Lore of metal kills Knights. I would take knights, but i think a flying circus would be a better idea
Sorcerer Lord 235 (same as above)
Lvl 4 35
Puppet 35
4+ ward tali
=350p
6x 5 Marauder Horsemen 390p (adds the needed speed)
Flails 30p
MoS 60p
Musician 36p
=516p
4x5 Warhounds 120p (redirectors, screeners )
4x 3 Trolls 135 540p
4x 20 Marauders 80p
MoS 10p
=90p
=360p
Now the remaining question is DOgres or Knights. Both units cost relatively the same the way i take them. It really comes down to whether i would rather have extra strength or initiative. Now as their are things called lore of death, lore of shadow and lore of metal. Death and shadow kill DOgres and trolls while Lore of metal kills Knights. I would take knights, but i think a flying circus would be a better idea
Exalted Hero
-MoT
-Shield
-Disc
-Halberd
-Armor of Destiny
-199
Exalted Hero
-MoT
-Shield
-Disc
-Halberd
-Golden Eye of Tzeentch
-174
=2444.
Now to decide what magic lore to take. Death is out, as we have the flying circus to assassinate. enemy characters. Purple sun wont work either, as it will cause so much pain if it backfires.
Shadow is meh. Pendulam is bad, pit of shades is bad for above reasons. Why do we need mindrazor when we have S5 nearly everywhere and out ld is lower than our S. Sig 1 and 3 spells are very good however, and nearly make the lore worthwhile.
Heavens is good. Blizzard good. Harmonic Converge great. Re roll half of our failed to wounds. Curse is great to cast on units with Killing Blow. Thunderbolt = bye bye war machine crew or skirmishers. Commet and Lighting are both great.
Slaneesh is bad. Spell 6 is great but their are just to many itp armies out their and a 1,2,5 are awful spells
Nurgle is not bad, it is a waste on a level 4.
Fire = waste. Wow it kills infantry. We have a whole army for that. Wow it kills scouts. Why do you think i have six units of horsemen.
Tzeentch is meh. Gateway, is onlt 7 s7 hits or 6 dead t3 people. The other spells just are not that great apart from treason and pandemonium.
The clear winner is heavens with shadows a little bit behind. Heavens especially deals with some of this armies weaknesses.
Horsemen flank, and disrupt the enemy death stars and take out shooting and if possible magic.
War hounds screen.
Marauders break steadfast
Trolololos munt shit
Pretty simple plan. Probably need more trolls through and some D ogres or knights would be nice. Thats what i would add to get to 3000p
Experiment status: Not perfect but not a failure either
Horsemen flank, and disrupt the enemy death stars and take out shooting and if possible magic.
War hounds screen.
Marauders break steadfast
Trolololos munt shit
Pretty simple plan. Probably need more trolls through and some D ogres or knights would be nice. Thats what i would add to get to 3000p
Experiment status: Not perfect but not a failure either
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