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venomlust 01-19-14 08:14 PM

Venomlust's Senseless List Thread
 
I figure with the frequency I come up with lists, I want to avoid flooding the forum while also indulging myself. I reserve this space to do just that.

I don't really play in tourneys so I just write lists that sound fun to me. I constantly edit things as I obsess about them, so apologies in advance for being a spaz.

venomlust 01-19-14 08:40 PM

List #1: 2750 Points: Slaves of the Blood God: CSM & Black Legion Allies

This is a list I've been dreaming about. It may not be terrific, but I think it will be a lot of fun to play.

I'm using the Wolf Lord on Thunderwolf model for the Black Legion Chaos Lord, accompanied by 5 Fenrisian Wolf Spawn, and also Njall Stormcaller for the Sorcerer. These are all traitor Space Wolves that bent the knee to Abaddon for access to sweet artifacts that let them splatter things as they please.

Lord on Juggernaut is my favorite HQ in the game, so running 2 is very exciting. The problem with using 2 in a plain CSM list is that you only get one Axe of Blind Fury. The remaining options include the Burning Brand, but on a close-combat HQ that seems wasted. Power Sword with +1S and AP3 is meh. Decent if all you want to do is kill marines. When you need AP2 to kill Terminators or Artificer, Axes or Fists leave you open to Instant Death (or wounds) by striking last in a challenge, so nuts to that. Just can't beat S7 AP2 at initiative.

The Black Legion allows the Wolf Lord to take the Skull of Ker'ngar, giving Eternal Warrior and Adamantium Will. That lets me give him a Power Fist for 4 unwieldy (6 on the charge) S9 ((Base4*2)+1 Juggernaut) AP2 attacks with 3+/4++ immunity to Instant Death along with T5 and 4 wounds. Not bad at all. With Invisibility, he's hitting on 3s and being hit on 5s, further adding to his survivability. I forgot that he isn't getting Furious Charge, so he won't be hurting Land Raiders except on 6s. I gave him Melta Bombs, so now he's a threat to everything on the ground. +1 to Deny the Witch for a 1/3 chance is a cool bonus. He won't be wiping out squads of infantry, but he isn't getting tarpitted either, thanks to the Spawn backup. I'd love to see them sweep a unit of Fire Warriors and trample them into a blue paste.

Be'lakor is there for the Invisibility buff to either Lord + Spawn along with Puppet Master, Psychic Shriek, and close combat murder if necessary. Mental Fortitude could also come in handy if any of the Cultists start running like bitches. I decided to make Be'lakor my warlord, for -1 to Fear tests, which the Spawn and Maulerfiends will cause (4 units total) in combat. Since he'll be cover camping with a 2+ and wings, he should be the most suvivable HQ and therefore provide the biggest challenge for Slay the Warlord.

The unmarked Sorcerer is rolling all 3 on Telepathy, hoping for Invisibility and Puppet Master as well. Psychic Shriek would be a decent power too if anyone gets close.

The Fire Raptor will aim for enemy flyers/light vehicles/MC. The Heldrakes will roast infantry and vector strike stuff.

Termicide unit with Combi-Meltas is ideally going to pop hard to reach vehicles, or Heavy Conversion Beamer/Mortis Contemptors.

Practically the entire army is charging. 4 units that move through cover and 2 Rhinos offer me a lot of mobility, combined with medium to short range firepower and close-combat rape. Mid-field objectives would be best, to give Be'lakor and the Sorcerer the best opportunity to use all of their powers.

55 scoring infantry units, and plenty of Cultists to tarpit stuff if necessary.

The Khorne-marked marine squad with the meltas is riding in an upgraded Rhino. Extra Armor will hopefully keep the tank mobile as it loses hull points and gets the squad into melta/charging range. If it survives, I'll send the tank up ahead into Dirge Caster range. Doesn't always happen, but there are a lot of targets. Hopefully once the troops are out, they'll ignore it. Decent anti-armor shots followed by a lot of attacks (39 on the charge, 29 if charged with a successful Counter Attack).

The Chosen have an assload of plasma shots, so they'll either take potshots from midfield or charge up in their Rhino into rapid-fire range. I figured they can have a stock Rhino, because they only really need to make it to the mid-field objectives or cover to start being useful, while the Khorne-marked marines need to get a lot closer. The Ld10 from Veterans will come in handy, since one casualty is 20% of the squad.

MAIN FORCE HQ:

Warlord:Be'lakor
Chaos Lord: Mark of Khorne, Juggernaut, Axe of Blind Fury, Melta Bombs, Sigil of Corruption
Sorcerer: Mastery Level 3, Spell Familiar, Force Maul, Sigil of Corruption

BLACK LEGION ALLIES HQ:

Chaos Lord: Mark of Khorne, Juggernaut, Sigil of Corruption, Power Fist, Skull of Ker'ngar, Melta Bombs, Veterans of the Long War

MAIN FORCE TROOPS:

Chaos Space Marines x10: Mark of Khorne, Icon of Wrath, 2x Meltaguns, Replace 7 Bolters w/ CCW, Rhino + Dirge Caster + Extra Armor
Cultists x 20: Joined by Sorcerer
Cultists x10
Cultists x10

BLACK LEGION ALLIES TROOPS:


Chosen x5: Plasma Gun x4, Veterans of the Long War, Rhino

MAIN FORCE ELITES:

Terminators x3: Combi-Melta x2, Champ Combi-Melta

MAIN FORCE FAST ATTACK:

Heldrake with Baleflamer
Heldrake with Baleflamer
Spawn x5: Joined by CSM Lord on Juggernaut

BLACK LEGION ALLIES FAST ATTACK:

Spawn x5: Joined by BL Lord on Juggernaut

MAIN FORCE HEAVY SUPPORT:

Maulerfiend with Magma Cutters
Maulerfiend with Magma Cutters

BLACK LEGION ALLIES HEAVY SUPPORT:

Fire Raptor: 2x Reaper Batteries, Daemonic Possession

Miami 01-20-14 07:20 AM

Cool! I feel I'll enjoy myself in this thread.

venomlust 01-20-14 02:40 PM

Awesome. Thoughts and criticisms are welcome, too.

venomlust 01-24-14 05:43 PM

Here's another.

I call it the 2755 Too-Many-Expensive-HQs Army

CSM allied with BL.

I often run Be'lakor in my army, because he's awesome, but I thought I'd chuck in more Daemon Princes to make things interesting. Someone in another thread suggested a cool build for a BL DP with Last Memory, so I included him as the BL HQ.

Be'lakor doing his thing, as per usual.

The Black Mace prince is the close combat beatstick. Take out a scoring unit on his own, or smash enemy armor.

The Lord is there to man the quad gun and make the 20-man cultist unit holding the home objective Fearless. MoT and SoC for a 3++, in case anything dangerous slips past the rest of the army and tries to take them out in an assault. I decided to make him my warlord because, in theory, he's in the least danger behind the ADL on the gun. If I'm lucky I'll roll Master of Deception and infiltrate the CSM, or maybe even the Cultists to give some small blob distractions that will be running right at whatever needs to be tarpitted. 50 point sacrificial squads with 10 wounds sounds fine to me. It's only a 1/6 shot, but I don't think I really need Be'lakor's warlord trait, so might as well be safe.

The BL Prince will be rolling 1 in Nurgle and 2 in Biomancy. Those powers (unless they're useful) are really just a formality, because the idea will be to get close to enemy troops and drop an 18" bomb on they ass that ignores cover. Only Ld9, but with rerolls I'm hoping to avoid an insta-wound. He could still get grounded, but that's a FMC, so whatever.

The plasma CSM squad is for mid-field scoring and firepower. Plasma to deal with stuff I need AP2 for.

The melta CSM squad is just added anti-armor or anti-TEQ, whatever. Might as well assault vehicles with the melta bomb/kraks, if I need to.

The Hades Forgefiend and Autocannon Havocs are there to pop light armor and spam shots at flyers, combined with vector strikes from... everyone, and quad gun shots. They can really aim at anything except high AV armor and do some real damage.

One squad of Obliterators (probably the squad of 3) will be deployed on the table for an opening Lascannon volley. The duo will deep-strike to attack priority targets. Hopefully with T5, 2/5++ and 4 wounds between them, at least 1 will survive Interceptor shots to do something useful.

I was thinking of running 1 Forgefiend with Ectoplasma for extra AP2 support for the mid-field. It seems kinda risky to have him marching up that close, but that's what I'd have to do for that AP2 shooting, unless I just camp him behind the ADL as a "just in case" measure for attackers getting within 24". Seems like an awful lot of risk for 2 blasts, though. Maybe it would be better to let the 3x Obliterators fire Plasma Cannons from the ADL at 36" after their initial Lascannon volley. That way the AP2 is there from farther away (36") and the Forgefiend will get that cover save and pop off 8 shots.

The 2 squads of Cultists are for tarpitting and contesting, if they survive that long. Really they're just there to unlock double FOC.

MAIN FORCE HQ:

Be'lakor
Daemon Prince: Daemon of Tzeentch, The Black Mace, Wings, Armor
Warlord: Chaos Lord: Mark of Tzeentch, Sigil of Corruption, Lightning Claw

BLACK LEGION ALLIES HQ:

Daemon Prince: Daemon of Nurgle, Wings, Armor, Mastery Level 3, Spell Familiar, Last Memory of the Yuranthos

MAIN FORCE TROOPS:

Cultists x10
Cultists x10
Chaos Space Marines x10: 2x Plasma Gun, Rhino
Chaos Space Marines x10: 2x Plasma Gun, Rhino

BLACK LEGION ALLIES TROOPS:

Cultists x20

MAIN FORCE FAST ATTACK:

Heldrake: Baleflamer
Heldrake: Baleflamer

MAIN FORCE HEAVY SUPPORT:

Forgefiend: Hades Autocannons
Obliterators x2: Mark of Nurgle
Obliterators x3: Mark of Nurgle
Havocs x5: 4 Autocannons

BLACK LEGION ALLIES HEAVY SUPPORT:

Forgefiend: Hades Autocannons

FORTIFICATIONS:

Aegis Defense Line: Quad Gun

venomlust 02-15-14 03:56 PM

Ok, it's NOT GONNA happen: 2999 Points: Chaos Space Marines + 2 Imperial Knight Detachments

I think this list would probably really piss off whoever I'm playing against, short of some 2+ rerolling madness that I couldn't catch with the Knights.

HQ:

Chaos Lord: Mark of Khorne, Juggernaut, Axe of Blind Fury, Sigil of Corruption, Melta Bombs
Chaos Sorcerer: Mastery Level 3, Spell Familiar, Sigil of Corruption, Jump Pack, Force Maul

TROOPS:

Cultists x21
Cultists x20
Cultists x10
Chaos Space Marines x10: 2x Plasma, Rhino

FAST ATTACK:

Heldrake
Heldrake
Spawn x5

HEAVY SUPPORT:

Fire Raptor: 2x Reaper Batteries, Daemonic Possession

IMPERIAL KNIGHT MERCENARY ALLIED DETACHMENTS:

2x Knight Errant
2x Knight Paladin



BAAAAHAHAHAHAHAHAHAAHHA! PREPARE THYSELVES FOR A STUBBING!

Too bad it'll never happen.

venomlust 03-03-14 07:42 PM

My friend is planning to buy 6 Imperial Knights, so I've built a list to deal with them as best I can.

He's probably going to have ~280 points to bring Eldar, to round out the list to 2500 points. So here's my answer:

The result is a CSM army allied with Daemons. 2503 points.

HQ: CSM:

Warlord: Kharn the Betrayer
Daemon Prince: Wings, Armor, Mark of Tzeentch

HQ: Daemons

Be'lakor
Daemon Prince: Wings, Armor, Daemon of Tzeentch, Mastery Level 3 (all on Telepathy)

TROOPS: CSM:

Cultists x10
Cultists x10
Cultists x10
Cultists x10

TROOPS: Daemons

Daemonettes x17
Daemonettes x10

FAST ATTACK: CSM:

Heldrake: Baleflamer
Heldrake: Hades Autocannon
Dreadclaw Drop Pod

FAST ATTACK: Daemons

Seekers of Slaanesh x10: Icon, Instrument

HEAVY SUPPORT: CSM

Havocs x9: 4x Meltaguns, Melta bombs on champ <= Joined by Kharn & deployed in Dreadclaw
Maulerfiend: Magma Cutters
Maulerfiend: Magma Cutters


Strategy:

Basically, the strength of this list is in the utilization of flyers/flying monstrous creatures, which he cannot shoot with his Knights while they're zooming/swooping. The idea is then to exploit his unshielded facings in order to deal as many hull points as possible, with as little retribution as possible.

Kharn and the MeltaHavocs are in the Dreadclaw. This allows the squad to zoom across the board unmolested in order to get into combat as quickly as possible. This is an assault vehicle, so the squad can pop out, shoot 4 meltas, and charge. Hopefully, out of 4 shots, something penetrates the shield. Kharn's insane number of S7 Armourbane attacks at I5 should, with some luck, take a Knight out before it gets to strike back. Hatred means he's directing as many attacks as possible at the enemy, and not hitting his mostly-useless-in-combat MeltaHavocs. The melta-bomb is sort of a last-ditch effort to finish the Knight off, if Kharn doesn't do the job.

Be'lakor, versatile as ever, will kick some ass in this list. Telepathy for Puppet Master if there are Knights Errant within Melta range of other Knights, Hallucination if not. Invisibility in case one of my units needs it. He'll be swooping around using powers until the moment is right to cut a weakened Knight down. He can Smash if he needs to, but with 6 S7 Armourbane AP2 Master-crafted attacks on the charge, he shouldn't need to.

The CSM Daemon Prince is just a low-cost (well...) beat-stick. He'll be Vector Striking all game long, and then using Smash to finish off weakened Knights. He can also deal with any sort of ground troops my friend brings, if needed. He's the lowest priority HQ, I think, but not useless by a long shot.

The Daemons Daemon Prince is Be'lakor-lite. Same strategy, essentially, without Be'lakor's sweet sword. Not as reliable with rolling the Telepathy powers I'd like, but that's how it goes. Gotta get something useful with 3 rolls on the table. The Grimoire can be used to buff my Daemonettes/Seekers so they can hopefully survive some pie plates and get to assault. It could also be used on one of the other flying daemons, in case they finish off a Knight and find themselves gliding out in the open.

The Cultists make up for low model count per unit with total model count. 40 of them should be annoying enough to deal with, if they sit back and hold objectives.

The Daemonettes actually have a shot at dealing damage to the Knights. They will hopefully arrive with the Seekers, for 3 blobs of bitches with Rending, ready to tear stuff apart.

The Seekers are there to rend and also to get the Daemonettes on the table. Icon/Instrument should allow for this. With a Grimoire buff, they can survive some shooting and move quickly into position. Debating whether or not I want to Outflank them, it depends on my enemy's deployment, I guess.

The Heldrakes will be doing what they always do. Vector Striking everything possible, with a Hades Autocannon to shoot at whatever facing isn't shielded. I took one with a Baleflamer to deal with any Eldar infantry on the table, but I may switch both to Hades because the Knights are harder to take out, and the cheapo Daemon Prince can probably wipe a squad of Eldar troops on his own.

The Maulerfiends are probably going to die before they do anything, but if they make it to close combat they have a pretty good chance at doing some damage. They can also chase after the Knights and their 12" movement, not being bothered by any intervening cover.

So, there we have it! Bring it on, Knights!

If expanded to 3,000 Points:

HQ: CSM:

Warlord: Kharn the Betrayer
Daemon Prince: Wings, Armor, Mark of Tzeentch, Mastery Level 3 (1 on Tzeentch, 2 on Telepathy)

HQ: Daemons

Be'lakor
Daemon Prince: Wings, Armor, Daemon of Tzeentch, Mastery Level 3 (all on Telepathy)

TROOPS: CSM:

Cultists x10
Cultists x10
Cultists x10
Cultists x10

TROOPS: Daemons

Daemonettes x20
Daemonettes x20

FAST ATTACK: CSM:

Heldrake: Baleflamer
Heldrake: Hades Autocannon
Dreadclaw Drop Pod

FAST ATTACK: Daemons

Seekers of Slaanesh x10: Heartseeker, Icon, Instrument

HEAVY SUPPORT: CSM

Havocs x9: 4x Meltaguns, Melta bombs on champ <= Joined by Kharn & deployed in Dreadclaw
Maulerfiend: Magma Cutters
Maulerfiend: Magma Cutters
Fire Raptor: Reaper Batteries x2, Daemonic Possession

Einherjar667 03-08-14 01:27 AM

Hey, I'll contribute!! Mind you I am brand new, and play for fun, I love theme lists, everything I do is fluff based, if not in the fetile stages, but still, the army has to have a relationship and story.

Here is my main list:


HQ:

Terminator Chaos Lord
Mark of Nurgle
Sigil of corruption
Terminator Armour
Combi-Melta
Power Sword
Blight Grenades

Sorcerer
2x Additional Mastery Level
Mark of Nurgle
Terminator Armour
Combi-bolter
Force Weapon


Troops:

Plague Marines x7
x2 Plasma
Champ w/PW

Plague Marines x7
x2 Plasma
Champ w/PW

Plague Marines x7
x2 Plasma
Champ w/PW

Plague Marines x7
x2 Flamer
champ w/PF
Rhino

Plague Marines x7
x2 Melta
champ w/PF
Rhino


Heavy Support:

Obliterators x3
MoN

Havocs x7
x2 ML
x2 HB
MoN
Champ w/PW

My 100% Nurgle army, tons of plague, all the time. Not sure on how to define the strategy other than obviously infantry based tactics. Trudging across the board and tossing as much firepower at them as I can, tons of redundancy, and I feel like it has a few tricks up it's sleeve with the sorcerer.

Also working on a close combat oriented Khorne army, painted up in silver and gold armor, but the list is still a WIP so I will post that before I make a fool of myself, haha.

venomlust 03-14-14 03:53 AM

Quote:

Originally Posted by Einherjar667 (Post 1612225)
Hey, I'll contribute!! Mind you I am brand new, and play for fun, I love theme lists, everything I do is fluff based, if not in the fetile stages, but still, the army has to have a relationship and story.

Here is my main list...

A very rotten list, indeed. Sounds fun as hell to play :).

Here's one I just came up with: 3000 point Crimson Slaughter/Allied Chaos Space Marines List:
** This list uses a 25 pt cost for the Divination Relic, and I randomly guessed 30 pt cost for the Dark Apostle Maul relic. If I'm off, I'll swap out Cultists. It sounds fun as hell to play, on paper.

HQ:CRIMSON SLAUGHTER:

Warlord: Be'lakor
Sorcerer: Mastery Level 3, Divination Relic, Spell Familiar, Force Maul, Sigil of Corruption
Dark Apostle: Mark of Tzeentch, CS Maul Relic, Veterans of the Long War

HQ: CHAOS SPACE MARINES:

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

TROOPS: CRIMSON SLAUGHTER:

Cultists x30: 3x Heavy Stubber <-- Joined by Dark Apostle
Cultists x20
Cultists x10
Chaos Space Marines x10: Replace Bolters w/CCW, Mark of Khorne, 2x Meltagun, Icon of Wrath, Rhino

TROOPS: CHAOS SPACE MARINES:

Cultists x10

ELITES: CRIMSON SLAUGHTER:

Chosen x10: Preferred Enemy, Mark of Slaanesh, Icon of Excess, Plasma Gun x5, Rhino

FAST ATTACK: CRIMSON SLAUGHTER:

Heldrake w/ Baleflamer
Heldrake w/ Baleflamer

FAST ATTACK: CHAOS SPACE MARINES:

Spawn x5 <-- Joined by Juggerlord

HEAVY SUPPORT: CRIMSON SLAUGHTER:

Havocs x10: Mark of Tzeentch, 4x Lascannon <-- Joined by Sorcerer
Maulerfiend w/ Magma Cutters
Fire Raptor: 2x Reaper Batteries, Daemonic Possession

FORTIFICATIONS:

Aegis Defense Line: Quad Gun <-- Manned by Sorcerer

SHOOTIN' THE BREEZE:

As I said before, this list sounds really fun.

Be'lakor seems like the perfect warlord. He misses out on the fun CS traits, but -1 to Fear tests. Since every unit in my main detachment has Fear, along with the Spawn, there are going to be a lot of Fear tests during this game. Telepathy stuff will ensue, business as usual.

A total of 80 scoring units (70 Cultists, 10 CSM) sounds awesome. For the Cultists, at least the 2 units of 10 will be marching across the board to capture/contest and act as pawns. If they draw fire away from the heavy hitters, good. If not, they get to do stuff. The unit of 30 will be camping on the home objective. The Heavy Stubbers aren't tremendously good at causing damage, but if I need to ground a FMC 9 shots is a good chance to roll a 6. The CSM squad is for anti-vehicle/close combat duty.

The Dark Apostle will be a sort of Fearless nexus for the Cultists and Sorc/Havocs behind the ADL. The Sorc will be shootin' the Quad Gun, casting Prescience on the Havocs, and hopefully Forewarning when needed, for a 3+ Invuln save thanks to their MoT. Perfect Timing would be great, because 4 twin-linked, cover-ignoring Lascannons have gotta suck for the opponent.

The Juggerlord and Spawn are there to rape whatever needs to be raped in close combat. Be'lakor will probably be casting Invisibility on them.

The Chosen are going to chuck shitloads of plasma shots into whatever needs killing. Mark of Slaanesh is there to grant access to the Icon of Excess, as I know those guns will be getting hot, so their 3+/5+ FNP is going to help them stick around. If they do end up in combat, +1 Initiative and their in-built close combat weapons are gonna be nice. Rhino for mobility. The Preferred Enemy buff is also going to be crucial here, because I get to reroll any 1s to hit/Gets Hot.

The Maulerfiend is a pawn of sorts, as well. If they deal with it, fine, but if not, it's gonna be ripping some armor apart ASAP.

The Fire Raptor shoots things. The Heldrakes vector strike/burn things. That's what those do.

Mossy Toes 03-14-14 04:23 AM

Until I get a better look at the Maul & Divination relics' rules wording, I'm going to hold off on judgement here.


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