Time of Madness:
I don’t play in many tourny’s or in overly competitive environments too often, but this past weekend my poor daemon army got tabled pretty hard in a 2200pt uncomped tourny. I finished with 1 draw and 3 losses.
So for the upcoming May and Nov tourny’s I’m looking to field a very tough Chaos Dwarf army. Here’s what I’ve come up with so far.
CHARACTERS
Prophet (General)
- Level 4 (Death magic)
- Enchanted Shield
- Talisman of Preservation
- Dispel Scroll
= 375pts
Castellan ( BSB )
- Shield
- Mask of the Furnace
= 197pts
Khan
- Wolf
- Spear
- Light Armour
= 58pts
Khan
- Wolf
- Spear
- Light Armour
= 58pts
CORE
28 Chaos Dwarfs
- Full Command champ has a pistol
- Lichebone Pennant
= 385pts
10 Chaos Dwarfs
- Full Command
- Fireglaives
= 202pts
SPECIAL
Iron Daemon
- Hellbound
= 310pts
Magma Cannon
= 145pts
Magma Cannon
= 145pts
RARE
K’daai Destroyer
= 325pts
TOTAL POINTS = 2200pts
Time of Madness
Billy Ocean:
Personally I would drop the shrieker for a couple of Khans. The shrieker won’t be too useful unless you plan to leave the SP back with it, and it looks like he’s better suited to join the IG and go forward into combat as an anvil. A couple of Khans will really help you dictate favorable combat matchups.
Overall I like the list - its similar to what I play with. Has one or two bad matchups, but competitive and fun.
Whats the lore on the SP?
Bloodbeard:
I’ve been playing something like this for the last couple of games. K’daii fireborn have turned out great in many games know, even when ending up against high armor opponents.
After two games where my prophet has exploded and taken a lot of the anvil with him, I know field him with the Earthning Rod. He’s simply too expensive, and the ward save won’t help against many miscast results.
What lore are you planning on taking?
Time of Madness:
Thanks for the comments gents. I agree on taking 2 khans so I’ve dropped the shrieker in favour of them.
I’m planning on taking death magic on the Prophet. Death seems to be the prefered “Lore” at the moment.
With the changes here is the new list.
UPDATED LIST ON THE TOP OF THE PAGE
I think it is pretty close to being the best list I can come up with at 2200pts.
Anyone think I should change anything else?
Time of Madness
Billy Ocean:
Switch shields to light armor on the Khans so they can still vanguard if you need them to. And you might as well use the 2 extra points to put a pistol on the champ in your HW+Sh IG. But otherwise, yeh, a very nice 2200 build IMO.
Time of Madness:
Thanks Billy! Those changes have been made.
Time of Madness
Time of Madness:
I’ve been re-thinking my army list. I’m trying to build the most optimal/toughest 2200pt uncomped tourny list I can think of.
As much as I like the Fireborn for engaging rank and file type units, I can’t help but wonder if a hellbound iron daemon may be a better overall choice.
Opinions on me dropping the fireborn for a hellbound iron daemon?
Time of Madness
Fuggit Khan:
I always play with at least one hellbound Iron Daemon…it has a high survival rate (T8), especially compared to fireborn who more often than not will burn themselves out (giving your opponent free points). Being hellbound is also handy as being considered magical attacks.
I like your list overall, a very good balanced list that can be fielded against a variety of opponents…but I’m a bit surprised there’s no dispel scroll?
Time of Madness:
Thanks Fuggit,
I could drop the following
- Healing Potion
- 6 Fireborn
And add
- Hellbound Iron Daemon
- Dispel Scroll
- Standard/Champ on the small unit of fireglaives
The standard on the fireglaives gives me a better fortitude score incase I run into that scenario.
Time of Madness
Yodrin:
I like the ID a lot, and used it all the time before. But after a couple of games being tied up by a small unit of cav, I change it out. I use Fireborns now, and they are great imo, especially against t3 but also t4.
Since you have two magmas in your list, the ID could be a better choice standing back and take advantage of your shooting.
I have tried with and without a dispel scroll, and the scroll is now always in my pocket, just to save me from that one crucial spell I need to be stopped.
The banner is a good choice as well imo;)
Time of Madness:
Ya it is really a toss up for me.
The iron daemon can be bogged down by chaff/knights very easily. While the fireborn can burn themselves out.
I’m leaning towards the iron daemon though.
Time of Madness
Vantraxx the Thrice Cursed:
Even if the ID gets bogged down it won’t give up it’s points against chaff so you still win out in the end.
TheFNG:
I’d take the Iron Daemon ToM. Not because I favor it over Fireborn. I think Fireborn are a wonderfully effective unit. I would take it however, because you have so many flaming attacks from your Special and Rare already. You could really use a mundane beatstick.
I’d castle up with your list, and send out the Khan and the Destroyer alone. Use the khans to screen and let the destroyer do its thing. Keep your ID back with your lines and use it similar to a chariot to support your infantry blocks once your opponent has advanced to your position.
I’m not sure how Fireborn help you more in this strategy. However, if your idea is to take the fight to the enemy, then you should take Fireborn. Right now, I’d say that based on your build, you are better off castling with the ID positioned to counter-charge while shooting at whatever comes in range.
TheFNG:
Also, I always take a dispel scroll. Because our army is so susceptible to the most favored spell in the game (Purple Sun) it will earn its keep, I’m sure.
Time of Madness:
List has been updated. See the first post.
I think it has been refined as much as possible. Pretty optimal in my opinion.
Can anyone else suggest some changes?
Time of Madness
Yodrin:
I like GW on my BSB, then he pacs a punch, other than that I like your list!!
kbolster12345:
I actually like the list a lot. The ID is the way to go. It is great against Monster Cav and monsters when shooting. When facing cav heavy armies (or the like) I have the ID hang with my units IG and use them to protect it. Ideally the IG takes the charge and the ID counters but it doesn’t always work out that way.
TheFNG:
Great looking list ToM. I think you’ll do well. Just stay patient and force them to make the first mistake.
I just had one quick question. Does this tourney have a lot of objective scenarios? If so, you’re probably going to struggle. You have only 5 fortitude, and you also only have 2 “scoring” units so to speak, as most tourneys require a banner to hold an objective. Plus, your 2 scoring units are very slow and plodding. Make sure that you review the tourney pack/flyer for scenario information when available, and tweak the list as needed accordingly.
Time of Madness:
Thanks for the comments folks.
The way the tourny works is as follows. We play 4 games and each game has the same “scenario” or we call them victory conditions.
PRIMARY OBJECTIVE
Win is 15pts, loss is 5pts and a draw is 10pts
SECONDARY OBJECTIVE
Win is 10pts, loss is 2pts and a draw is 6pts
PRIMARY CONDITIONS
- All fleeing or destroyed units at the end of the game are worth full victory points
- All units below or at half strength are worth half their value in victory points
- Characters/monsters/chariots and other multi wound units that are destroyed are worth full points
- Characters/monsters/chariots and other multi wound units at half wounds or less is worth half victory points
- Standards worth 25pts
- Killing a general is 100pts
- Killing a BSB is 100pts
- Champion killing a character in a challange is 25pts
- Table quarters worth 50pts each
So once victory points are calculated you get a win for scoring 300+ more then your opponent. Anything within 300 and below is a draw.
SECONDARY CONDITIONS
Modified blood and glory
Breaking point for each army is 3
Fortitude points are determined as normal
Victory Condition - At the end of the game if one player has a number of fortitude points equal to or less then 3 the other player wins. If both players have 3 or less OR Both players have values above 3 the result is a draw.
Hopefully all this makes sense. It is a lot to take in, but the tournies run smooth. Each game you can score a max of 25 battle points if you win both the primary and secondary conditions.
Time of Madness