Hey, I've been play testing a lot of armybuilds recently and finally knocked up something I'm really happy with.
Here it is:
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Lord of Change
General; Magic Level 4; Lore of Tzeench
Tzeentch's Will
Power Vortex
Herald of Khorne
Battle Standard
Armour of Khorne
Juggernaut
Herald of Slaanesh
Siren Song
Steed of Slaanesh
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5 Chaos Furies
5 Chaos Furies
5 Chaos Furies
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10 Pink Horrors of Tzeentch
Magic Level 1
10 Pink Horrors of Tzeentch
Magic Level 1
9 Bloodletters of Khorne
Bloodreaper
9 Daemonettes of Slaanesh
Musician
Alluress
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6 Flesh Hounds of Khorne
6 Flesh Hounds of Khorne
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5 Flamers of Tzeentch
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Casting Pool: 9
Dispel Pool: 6 + tzeentch's will
Models in Army: 75
11 Deployments
Total Army Cost: 2250
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Restrictions are as follows:
-greater daemons use an additional hero slot
-siren song 0-1 and uses a rare slot
-immortal fury uses a rare slot
-horrors 0-2
-hounds 0-2
-flamers 0-1
-master of sorcery 0-1
-magic is capped at 12 pd
(and abilities like tzeentch's will or twin heads count as one or more power dice)
The lack of a dispel scroll can hurt sometimes but there is no way around it. I won't give up on siren song and on the herald of khorne for a scroll. Besides one is not much better than 0. Tzeentch's will and magic resistance have worked for me so far when it comes to dispelling gateway with 6 dice.
Everything else is pretty self explanatory I think.
I'll be updating this topic very often posting brief battle reports.
So far I'm 7-2-2 with this list.
Some funny moments:
-bloodthirster dying to turn 1 bolt of change
-LoC is forced to charge KoS, in the magic phase i cast gift of chaos doing 3 wounds thanks to tzeentch's will and kill him off in combat
-LoC is charged by 20 night goblin archers, takes a wound, does 1 back and i roll box cars for instability (not before the wyvern got squashed by mork wants ya! though)
-LoC destroying 2!!! 6 strong knight units in one turn of magic (bolt of change + gateway)
-more to come
Any comments on the army?
Cheers,
Tom