I was thinking of starting a WoC army, but unfortunately i cant really tell what kind of tactics they use from the GW website. Basically i was just hoping someone who plays them could help me out on this. You know, strengths and weaknesses. Thanks
I don't actually play them, but I have played against them enough. Their biggest strength is combat, they have basically no shooting and are somewhat slow overall but the warriors are about the best combat infantry in the game sporting tough armour, multiple attacks and a nasty selection of weapons. The ability to mark units with the gods can also enhanse them and make them more unique or able to fill different roles. They can have some pretty powerful magic as well depending on what god you choose. So to sum up, very very good in combat but a bit vulnerable to warmachine heavy armies.
A humorous summary of what a WoC plays like goes something like this. 1) Buy WoC 2) Deploy in a straight line 3) March everything straight forward while blasting with magic 4) Charge or be charged 5) Kill everything in combat 6) Continue into opponents deployment zone 7) Count victory points In all seriousness, my girlfriend is just starting a WoC army and it's no surprise that they are undisputed masters of close combat. Thier most basic infantry slices through just about anything with ease. They have an incredible selection of magic items, marks and gifts available for customization (thank the chaos gods?) and formidable casters that can go toe to toe with the best the game has to offer (from what I've seen/read). Their biggest drawback, that most people easily identify immediately upon reading through the book is their lack of any significant shooting. Even when compared to Lizardmen (whom only really have skinks, terradons and howdah wepaons) they seem weak. The only elements that really offer anything in the shooting phase are marauder horsemen and of course, the ever interesting hellcannon. While their powerful units are very elite, WoC has access to cheap troops as well. A unit of 10 foot marauders costs a scant 40 points with no equipment and can effectively redirect charges or simply get in the way of enemy troops. Another potential problem the army faces is its speed. Comparing to LM once again, WoC lacks a significant amount of troops that are mobile. The greater portion of troops that are used seem to be standard MV4 infantry. A few people in the gaming group in which I play think that the army can be difficult to play (which I think my girlfriend is realizing). The primary reason being because of the focus on the movement phase, where in order to be competitive you have to be an expert at unit placement or you find yourself out manuevered, flanked and broken quickly. This is just my overall impression of the army, but I have also been interested in playing it. *edit* Spelling, punctuation
Soooooo true my friend plays them and you summed up his strategy. A good combo is to take 5 maradur khorne horesman and give them flails i think that i came yo about 10 str 5 hits plus 5 str 3 hits in the first round of combat. he has dubed them "cruise missles" they are very efective as they are fast cav. they made a unit of Temple guard flee when they got a flank charge.
I'm going to run the "cruise missle" idea by my girlfriend and see what she thinks. She has been largely dissappointed in her maruaders since she started playing and I think having a unit like that would add a lot of mobility to a list that struggles to stay mobile. I have a similar story to your TG story. I was playing a 500pt skirmish in which her unit of 5 chosen rolled "Terror Causing" on the Eye of the Gods list. I used a unit of 3 COR to charge the chosen in the front. I expected to take a few wounds perhaps, but I expected to win the combat due to outnumbering and the wounds I caused. The COR killed 3/5 choosen outright but that wasn't enough. The remaining two chosen decided that no mere unit of 3 COR was going to kill their three friend whom had just fallen. She rolled four attacks back, four hit, four wounded and I then saved only one. Then the remaining 2 chosen proceded to charge the flank of a unit of 15 or so Sarus who were fighting HW/SH warriors in the front. Despite not being big enough to claim a flank or remove rank bonuses for the sarus, they cause enough casualties on the flank charge to break the sarus and end the game for my block of infantry. She has had bad luck with her chosen so far, but I fear that luck is about to change. The other funny point in the battle took place on the other flank where my 2 Kroxigor, faced off against her unit of 2 Chaos Knights. The Krox took a charge from the fearsome riders (which wasn't what I had originally intended). Only one of the riders horses was able to wound the Krox (amazingly). The Krox rolled enough wounds to kill one knight and the proceeded to chase the remaining knight all the way across the board to the other side, only to finally kill it. I guess this result shouldn't be that surprising, but it did make me laugh at the time.