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I know this army seems quite weak, but I wasn't aware of the new rules when this army was designed. It was fairly effective against the Orcs and Goblins, though I seem to remember the Globadiers not even making it into combat for some reason. Again, I didn't know the rules for them since I didn't have the book. The one thing I do remember quite well was that the Jezzails were a very impressive unit and were outstanding at depleting enemy units before they became engaged in combat.
As a note, the items in parenthesis ( ) are meant to state new 6th edition items that I wasn't aware of but allowed points for.
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Heroes
|
| Number |
Unit Type |
Upgrades |
Subtotal |
Points Total |
| 1 |
Plague Priest (General) |
Heavy Armour Flail |
70 4 4 |
78 |
| 1 |
Chieftan
|
Heavy Armor Battle Standard Bearer |
45 25 4 |
74 |
| 1 |
Warlock Engineer
May use 2 Power Dice D6 WarpLighting, Bound L4 3 total Warpstone Tokens |
(Warp Blades) (Warp Energy Condenser) |
75 15 10 |
100 |
|
Core Units
|
| 24 |
Clanrats |
Spears Claw Leader Musician Standard Bearer |
120 24 8 8 4 |
164 |
| 3 |
Plague Rat Swarms |
|
195 |
195 |
|
Special Units
|
| 24 |
Plague Monks Frenzy |
2nd Hand Weapons Deacon Musician Standard Bearer |
144 48 10 5 10 |
217 |
| 3 |
Poisoned Wind Globadiers |
|
30 |
30 |
|
Rare Units
|
| 5 |
Plague Censor Bearers |
Frenzy, Hatred |
85 |
85 |
| 64 |
  |
1003 |
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