Terradon
Gor-rok
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For our next battle my regular Chaos opponent and I agreed to draw up a "blind" list for each other. The only stipulation is that it has to be geared to win; so no writing him up an all marauder list or something. One of the staff will examine the lists to see if they are roughly comparable, and points could be assigned to whoever offers the better one to his opponent.
So, and granted this is not a Lizardman list (but I wasn't sure where else to post it), here is what I came up with as the 1500 pt. force I would least want to play against:
Magician of Tzeetch: Flying disk; lvl 2 upgrade; enchanted shield for a 1+ save(Chaos wizard can get magic armor); +1 extra spell item; immune to poison and characteristic test item; special shooting attack- 2d6 S1 hits, no armor
Hero of Khorne: General; Juggernaut to ride; sword that gives +1 weapon skill, +1 strength, and +1 attack; shield (0+ save, WS8, S6, A6!)
6 Khorne Knights: Standard & War Banner (Hero with them)
6 Slannesh Knights
2x 5 Marauder Fast Riders: Light armor; Throwing Axe (+1 Strength, 6" range)
Chariot
Hellcannon
If he takes lore of Death with the magician, he's got a 50/50 chance of getting Doom & Darkness. That going off against whatever the Hellcannon shoots will make for a huge -4 leadership modifier on the panic test, as it already causes -1 by itself. Since the spellcaster won't be in combat he'll be able to make good use of the shooting attack- it auto hits- and he's immune to skink poison with excellent armor.
The marauders and chariot can harass, screen, and flank for the knights, and there's not a whole lot that's going to survive the Khorne Warrior and his friends getting the charge. The whole list is mobile, with nasty artillery support. Also keep in mind I've no choice in what to take to fight this list, though I'm not sure what I would take if it were up to me.
So, tell me: Have I successfully doomed myself, or could any of you come up with a nastier 1500 Chaos list? The game will be this weekend, so there's time to work it over.
So, and granted this is not a Lizardman list (but I wasn't sure where else to post it), here is what I came up with as the 1500 pt. force I would least want to play against:
Magician of Tzeetch: Flying disk; lvl 2 upgrade; enchanted shield for a 1+ save(Chaos wizard can get magic armor); +1 extra spell item; immune to poison and characteristic test item; special shooting attack- 2d6 S1 hits, no armor
Hero of Khorne: General; Juggernaut to ride; sword that gives +1 weapon skill, +1 strength, and +1 attack; shield (0+ save, WS8, S6, A6!)
6 Khorne Knights: Standard & War Banner (Hero with them)
6 Slannesh Knights
2x 5 Marauder Fast Riders: Light armor; Throwing Axe (+1 Strength, 6" range)
Chariot
Hellcannon
If he takes lore of Death with the magician, he's got a 50/50 chance of getting Doom & Darkness. That going off against whatever the Hellcannon shoots will make for a huge -4 leadership modifier on the panic test, as it already causes -1 by itself. Since the spellcaster won't be in combat he'll be able to make good use of the shooting attack- it auto hits- and he's immune to skink poison with excellent armor.
The marauders and chariot can harass, screen, and flank for the knights, and there's not a whole lot that's going to survive the Khorne Warrior and his friends getting the charge. The whole list is mobile, with nasty artillery support. Also keep in mind I've no choice in what to take to fight this list, though I'm not sure what I would take if it were up to me.
So, tell me: Have I successfully doomed myself, or could any of you come up with a nastier 1500 Chaos list? The game will be this weekend, so there's time to work it over.