I'm coming back into the game soon, for a tournament (by the end of June). I don't hope to win it, of course. I just want to get plunged back into the game and its rules in a serious way before setting up a more fun environment with friends ;)
What do you think about the following list ?
The Serrated Flame (Crimson Slaughter allied with Chaos Daemons) : 1850 points
- Chaos Lord (120pts) : Prophet of the Voices, Gift of Mutation, Mark of Slaanesh
- [Daemon Allies] Keeper of Secrets (260pts) : Psyker (Mastery Level 3), 2* Greater Reward
- Possessed (200pts) : 4 Possessed (Mark of Slaanesh, Icon of Excess) + Aspiring Champion (Mark of Slaanesh, 2* Gift of Mutation)
- Chaos Cultists (61pts) : 9* Cultist (4* Autoguns, Heavy stubber) + Aspiring Champion (Shotgun)
- Chaos Space Marines (193pts) : 5* Space Marine (Plasma gun, Icon of Vengeance) + Aspiring Champion (Combi-plasma, Melta bomb) + Rhino (Extra armour, Dirge caster)
- [Daemon Allies] Daemonettes of Slaanesh (90pts) : 10* Daemonette
- Chaos Terminators (124pts) : 2* Terminator (Combi-melta, Combi-plasma, Power axe, Chainfist) + Aspiring Champion (Combi-melta, Power Axe)
- Warp Talons (200pts) : 4* Warp Talon (Mark of Nurgle) + Aspiring Champion (Mark of Nurgle, 2* Gift of Mutation)
- [Daemon Allies] Tzeentch Screamers (75pts) : 3* Screamer
- Chaos Land Raider (247pts) : Havoc launcher, Dirge caster
- Havocs (155pts) : 4* Havoc (2* Missile launchers, 2* Flakk missiles, Autocannon, Lascannon) + Aspiring Champion
- [Daemon Allies] Skull Cannon (125pts)
Tactics in a nutshell :
- I have bet upon variety, trying to have at least one unit for every situation (close combat, anti-vehicle, anti-flyers, psychic powers, blasts, ...) and battlefield role at hand, as far as a link (even weak) with each of the Chaos Gods.
- The overall strategy obviously consists in bringing my command squad (Lord and Possessed deployed inside the Land Raider) upon the foe (inside its deployment area if it does not move forward). Telepathy powers of the Greater Daemon, smoke launchers of the Rhino, as far as (likely) skirmishing of the Screamers must support the advance of the Land Raider.
- Skull cannon and dirge casters are there to support assaults (by preventing initiative loss due to difficult ground and overwatch).
- Warp Talons will probably follow-up (not in Deep Strike, except maybe against Orks or Necrons) the move, covering the back lines, countering or supporting charges, waiting for the possible moment when they get into assault range of specific targets (like command squands or heavy weapons).
- Havocs, Land Raider and Terminators (in Deep Strike for the latter) will principally take care of armoured targets. The Skull Cannon will try to weaken up large and/or behind cover units (moving forward each turn as it also has a good close combat potential).
- Daemonettes will enter play by Deep Strike, in order to give support where it is needed at the moment they appear.
- Cultists are just there to camp upon objectives. The Space Marines unit will be deployed into the Rhino and, therefore, adapt itself to the situation (running for objective, giving fire support to assault units, targeting a vehicle, ...).
- While crossing up the battlefield (especially for the first turn), this army will offer three big targets to the opponent : Skull Cannon, Land Raider and Greater Daemon (its Greater Reward should make it more resilient).
- Strategically speaking, the Warlord Trait should come from the Crimson Slaughter table (if not, from the Strategic one of the rulebook). The whole army has "Fear" and only Cultists, Havocs, Terminators and Warp Talons (not a real choice for the latter, unfortunately) are not "Fearless". Fear (and its absence) is not a major tactical feature, but some of the Telepathy psychic powers play upon it too.
Do you think that such reflections and this army list still have major flaws ?
Every comment/advise is welcome, as W40K is, for me, pure theory since the second edition (and the previous century :D)