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post #331 of 338 (permalink) Old 07-06-15, 05:20 AM Thread Starter
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I'd be cool with that.


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post #332 of 338 (permalink) Old 09-26-15, 05:23 PM Thread Starter
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It's been a while since I've built a list!

I recently decided that I'm super into the Vraks Renegades book, specifically The Purge detachment. Here's a fun list using it:

1853 points: The Purge Detachment, Gorepack, Chaos Space Marines Allied Detachment

The Purge Detachment: (1 HQ 2 Elites minimum, allows 6 elites, 8 troops, and other things. Ordnance Tyrant counts the Wyverns as Elites/Heavy Support.)

HQ:

Renegade Command Squad: Ordnance Tyrant, Covenant of Nurgle, Refractor Field, Chimera + Camo Netting <== WARLORD

TROOPS:

Plague Zombie Mob x10
Plague Zombie Mob x10
Plague Zombie Mob x10
Plague Zombie Mob x10
Plague Zombie Mob x10
Plague Zombie Mob x10

ELITES:

Chaos Spawn x3
Chaos Spawn x3
Chaos Spawn x3
Chaos Spawn x3
Renegade Strike Battery: Wyvern x2, Militia Training
Renegade Strike Battery: Wyvern x2, Militia Training

FORTIFICATIONS:

Aegis Defense Line

GOREPACK

Bikers of Khorne x3: 2x Meltagun, Melta bombs
Bikers of Khorne x3: 2x Meltagun, Melta bombs
Bikers of Khorne x3: 2x Meltagun, Melta bombs
Flesh Hounds x5
Flesh Hounds x5
Flesh Hounds x5
Flesh Hounds x5

CHAOS SPACE MARINES ALLIED DETACHMENT:

HQ:

Sorcerer: (Malefic - Technomancer)

TROOPS:

Cultists x10

HEAVY SUPPORT:

Chaos Fire Raptor: Reaper Batteries, Daemonic Possession


Ordnance Tyrant allows me to fire those Wyverns into an ongoing combat, which is awesome. The Purge detachment makes the area under each blast template count as dangerous terrain until my next turn.

Spawn, Bikers, Hounds: That's 11 fast moving units to grab objectives or tie things up in combat. Hounds scout up to make room in the deployment zone. Meltabikers will threaten vehicles.

Zombies: Bubble wrap, Fearless, 4+ FNP, and 4+ cover from the ADL. Some move up the board as needed, others stay behind. If needed, some can stay in reserve to make room in my deployment zone for the more important units to start on the board.

Sorcerer: Required to take the Fire Raptor. Might start him with a unit of Zombies so he can start trying to cast Summoning. Probably Seekers, if I pull it off.

Cultists: Whatever

Fire Raptor: Reapers obviously, and Daemonic Possession because I'll probably face significant anti-air with S8 AP3 or worse. Therefore, I'll take a chance and not jink. Since the raptor has extra armor, that's a 2+ to avoid 2/3 of the vehicle damage table. Sure, BS3 vs. flying targets, but still BS4 vs. ground targets. Considering how many of the shots are twin-linked and the volume of those that aren't, I'm cool with that.

Wyverns: Sweet sweet Wyverns. GG enemy infantry.


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Last edited by venomlust; 09-26-15 at 05:44 PM.
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post #333 of 338 (permalink) Old 09-26-15, 07:44 PM
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Ideally I'd like more Wyverns and ordnance, what with all those chaff bodies to tie people up with then shoot into. Still, looks like a fun and pretty fluffy list. Choke the barrels of their guns with your waves of squishy bodies!

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post #334 of 338 (permalink) Old 09-26-15, 10:57 PM Thread Starter
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Quote:
Originally Posted by Mossy Toes View Post
Ideally I'd like more Wyverns and ordnance, what with all those chaff bodies to tie people up with then shoot into. Still, looks like a fun and pretty fluffy list. Choke the barrels of their guns with your waves of squishy bodies!
It has a little of everything. The things I can't kill I can hopefully tarpit forever and a day.


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post #335 of 338 (permalink) Old 10-20-15, 06:28 PM Thread Starter
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A variation of the Purged list, this time Khornate instead of Nurgle. No air or anti-air because whatever.

1852: The Purge Detachment + Chaos Space Marines CAD + Gorepack

The Purge Detachment:

HQ:

Renegade Command Squad: Ordnance Tyrant, Renegade Chimera <== WARLORD

ELITES:

Renegade Strike Battery: Wyvern x2
Renegade Strike Battery: Wyvern x2
Spawn x3
Spawn x3
Spawn x3
Spawn x3

HEAVY SUPPORT:

Renegade Rapier Laser Destroyer Battery: 3x Rapiers, Militia Training
Renegade Rapier Laser Destroyer Battery: 3x Rapiers, Militia Training
Renegade Rapier Laser Destroyer Battery: 3x Rapiers, Militia Training

FORTIFICATION:

Aegis Defense Line

GOREPACK FORMATION:

Khorne Bikers x3: 2x Meltagun
Khorne Bikers x3: 2x Meltagun
Flesh Hounds x5
Flesh Hounds x5
Flesh Hounds x5 <== JOINED BY JUGGERLORD

CHAOS SPACE MARINES COMBINED ARMS DETACHMENT:

HQ:

Chaos Lord: Mark of Khorne, Juggernaut, Sigil of Corruption, Axe of Blind Fury

TROOPS:

Cultists x10
Cultists x10

HEAVY SUPPORT:

Maulerfiend: Magma Cutters
Maulerfiend: Magma Cutters


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Last edited by venomlust; 10-20-15 at 07:19 PM.
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post #336 of 338 (permalink) Old 11-09-15, 03:29 PM Thread Starter
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And here is the list of my dreams. I have the models to run it, and I just need to assemble 'em all:

2500 Khorne Daemonkin CAD + Purge Detachment + Gorepack + Gorepack

Khorne Daemonkin CAD:

HQ:

Bloodthirster of Insensate Rage
Bloodthirster of Insensate Rage

TROOPS:

Cultists x8
Cultists x8

HEAVY SUPPORT:

Maulerfiend: Magma Cutters
Maulerfiend: Magma Cutters
Maulerfiend: Magma Cutters

PURGE DETACHMENT:

HQ:

Renegade Command Squad

ELITES:

Renegade Spawn x3
Renegade Spawn x3
Renegade Spawn x3
Renegade Spawn x3
Renegade Spawn x3
Renegade Spawn x3

GOREPACK 1:

Khorne Bikers: 2x Meltagun, Combi-melta, Melta bombs
Khorne Bikers: 2x Meltagun, Combi-melta
Khorne Bikers: 2x Meltagun, Combi-melta
Khorne Bikers: 2x Meltagun, Melta bombs
Flesh Hounds x5
Flesh Hounds x5
Flesh Hounds x5
Flesh Hounds x5

GOREPACK 2:

Khorne Bikers x3: Melta bombs
Khorne Bikers x3: Melta bombs
Flesh Hounds x5
Flesh Hounds x5

Fast-moving MSU carnage. The Renegade Spawn miss out on the Blood Tithe rules, but considering the bargain they are in terms of points, it's worth it.

I thought about Heldrakes, but I think for the points I may as well just saturate the ground and ignore flyers completely. This list would rather saturate opponents with volume of attacks, I'd say a good half of these units are more or less guaranteed to charge on turn 2.

Save the D-Thirsters for the superheavies or death stars and hope the dice gods bless me.


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post #337 of 338 (permalink) Old 11-14-15, 02:06 AM
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Quote:
Originally Posted by venomlust View Post
I'd say a good half of these units are more or less guaranteed to charge on turn 2.
...honestly, all of them except the cultists and the command squad have a good shot at it.

I like it. I forget the points savings on the spawn, but you do have 3 FA slots on your CAD there, if you're tempted...

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post #338 of 338 (permalink) Old 11-15-15, 04:30 AM Thread Starter
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Quote:
Originally Posted by Mossy Toes View Post
...honestly, all of them except the cultists and the command squad have a good shot at it.

I like it. I forget the points savings on the spawn, but you do have 3 FA slots on your CAD there, if you're tempted...
Haha this is true! I just need to expand this list to 3,000, then I can fit 3 units of 5 KDK Khorne spawn.

Wait, so what you're really telling me is that I need an additional 15 juggernauts to make that happen, right?


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