Wednesday 14 September 2011

Helpful tips for new players

Whether your playing Warhammer or any other table top game. I like to review the rules that may have been a problem the last game or different abilities that you don't want to forget about. I wright them down on paper and I allways have a note pad at the table. No ones perfect and we all forget thing but you can try not to forget them when they will really make a difference.

Remember these are games and there suppose to be fun. Dice don't make the world turn but they can either work for you or against you. Sometimes you just cant beat the Dice.......... I hate my dice right now....lol.

WoC 1000pts list

Here is the 1000pts List I have been running.

HERO
Chaos Sorcerer lvl 2 w/ Mark of Tzeentch, Glaive of Putrefaction, Bronze Armor Of Zhrakk

CORE
15x Chaos Warriors w/ Full cmd, shield, Mark of Slaanesh
25x Chaos Marauders w/ Full Cmd, Great Weapons, Mark of Slaanesh
5x Chaos Hounds
5x Chaos Hounds

SPECIAL
10x Chaos Chosen w/ Champion, extra hand weapon, Mark Of Slaanesh

RARE
1x  Scyla Anfingrimm
First  I would like to say that although my army doesn't play or look like a slaanesh army, I took the mark for one reason. Immune to psychology (TERROR, FEAR, AND PANIC ). The mark is the cheapest and if used correctly the most effective.
Magic- Now that I have the points I Leveled him up to get another spell and a Mark. remember look at the enemy before you pick your spells and lore. Use the most effective. All so some war gear to make him not a slump in combat since he has to and can never refuse a challenge. the Glaive, if you score a wound on a model, his Strength and toughness is lowered to 2 for the rest of the game. This means that when the Marauders with the Sorcerer go into combat hopefully in the challenge he scores a wound on the enemy character. Now your Marauders will mop him up. The Bronze Armour Zhrakk I use because of the abilities it gives. Immune to psychology immune to poison attack and killing blow. Since I know he is going into combat I tried to give him the best shot at winning.

Also added the Chosen and filled out the units a bit for the numbers. The Spawn I changed to the named one because of the movement, 3d6 and d6 +2 attacks. he can run up a flank and take out war machines him self or support any unit on the table. He can also issue and accept challenges. If you haven't realized yet that challenges are good for us and you want to win them, learn that right now! EYE of THE GODS, some of the abilities are game changers at the right time.

WoC 500pts

Here is my 500pts list that I was running with in my group.

Chaos Sorcerer  with Barded Steed

Chaos Warriors x 10 with Full Command and Shields
Chaos Marauders x 15 with Full Command and Great Weapons
Chaos Hounds x 5
Chaos Hounds x 5

Chaos Spawn x 1

This list works out to be 501pts. In my group we play +/- 5pts as long as no full models can come off. The armies I have faced with this list were Vampires, Empire, and Daemons. I was undefeated at this points cost. I found that playing this list I learned alot about what the army could do. No one wants to get into combat with the Warriors, there just bad ass at this points cost. As well my opponents looked and see the Marauders as a favorable charge. So the get Charged, you just need them to hold so the warriors or the spawn or even the dogs can support. Once the marauders attack back in the first round of combat with their great weapons, you will see the enemy fall apart.

This was the very first list that i used a Spawn in. They move 2d6 and if you run a unit of dogs with it for support, they can take care of any war machine. The Hounds are just in to give the other units support all so for charge reactions. In this I mean the warriors declare a charge at a weaker unit, they flee. Take a leadership test to redirect your charge to a different unit. Then declare a charge with your hounds on the unit that is fleeing and the only thing they can do is FLEE and then you run them down or right off the table.

Magic! I started with Fire and then used Death or Shadow. With this list Death. very effective against leadership ( Daemons and Vampires their leadership is there own worst enemy). The only thing i would say about magic is that you really need to know what will work on your enemy. Even if you only get 1 spell and it turns out to be week. You must find a way to use it to the best of your ability.....
  

Saturday 10 September 2011

Warriors of Chaos in 8th

I started playing WHF about 5 years ago and the WoC were my first army. I`ve used most of the units from the book but have never really put a proper list together. I have always gone in the way of making a army that looks good with alot of warriors, knights, and chariot. If you know anything about the WoC book that will tell you that when your on the field with an army like that then you are going to be out numbered 3 to 1.
The gaming group that I play with has started a escalation type campaign. This has given me a real good opportunity to really look at my army. We as a group have made the decision to start playing more competitive. If and when we get to our first tournament, I hope we are prepared. the Campaign started with a 500 pts then moves up in 500 pts block after everyone plays everyone else once. I went trough the first 500 pts battles very differently then I'm used to or thought It would be like, undefeated. after moving to the 1000 pts block I have one more game to play then we will move to 1500 pts.  I have learned a few very key things to help in my quest for victory. 1; read your hole book and make sure you know and understand your army. I don`t mean this in the way of the basic rules to your army but in the sense that you understand the rules around your army and when something happens in a match, you know what will happen to your army or how to counter it. 2; come to terms with it you are going to be out numbered. You need to look at the opponent and find out what units will fight what unit first, how they will fight, and who is going to support them. 3; And this one go`s to any WHF player. Look and count the points of the combat before you charge. I mean if you want to charge, count up the points in your head before you declare. + 1 for charge, +1 or +2 for flank and rear, Banners, And then you will know if you need to kill to many to win or if you need more support. I will go into greater detail at a later time but remember as a Chaos General you must always want to crush your  opponent. let him pay for the beers after the game......