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Discussion Starter · #1 ·
All comments or critiques are welcome & appreciated. Please see the end of my post for a short explanation of the list’s mechanics.

A quick blurb:

The goal of this list is to deliver Abaddon the Despoiler reliably, in order to overpower enemy armies, in a 3-game RTT setting, under ITC rules.

It’s function is, hopefully, to take the center of the board, and offer several options for moving onto objectives throughout and at the end of the game.

Thanks for any advice you have!

1850 Chaos Space Marine / Khorne Daemonkin

-----{Combined Arms Detachment: Crimson Slaughter}
Abaddon the Despoiler
Chaos Sorcerer, Mastery 3, Jump Pack
10x Cultists
10x Cultists
Chaos Fire Raptor, Reaper Autocannons, Armoured Ceramite, Dirge Caster
- Legacies of Ruin: 1st War of Armageddon; 4th Quadrant Rebellion

-----{Combined Arms Detachment: Crimson Slaughter}
Chaos Lord, Jump Pack, Daemonheart Armour, Sigil of Corruption, Power Fist, Lightning Claw
Chaos Sorcerer, Mastery 3, Jump Pack
10x Cultists
10x Cultists

-----{Charnel Cohort Formation: Khorne Daemonkin}
Herald, Juggernaut, Exalted Locus of Wrath, Brazen Rune
3x Bloodcrushers, Instrument
16x Bloodletters
8x Bloodletters
10x Flesh Hounds

1850.

The way it works:

Flesh Hounds provide a fast skirmishing unit, deployed on turn 1, and are supported by cultists and the Bike Lord (and potentially psychic support) against alpha-strike armies.
Abaddon, at least in a 3-game tournament, is likely to be on the board turn 2 in each game. Here’s how:

Deep striking in with the Cohort Herald allows a reroll for reserve rolls. Abaddon, the Herald, and the Bloodcrushers deepstrike in, using their instrument to bring in the large squad of Bloodletters (who can be placed within 6” of the first unit and will not scatter). During that same movement phase, Abaddon and the Herald can, if they choose, end their phase within 2” of the large bloodletter unit, thus joining them for protection.

Ideally, the sorcerers and Lord can also join either of these units, creating a large, mobile death star (or can stay separate, allowing up to three threat units, plus the Flesh Hounds), that are able to threaten any part of the board by turn 3, and deal with a variety of threats.
Any c&c is welcome and appreciated!

Note: It’s embarrassing to say that this list is not exactly true to the fluff. However, it’s a fun playstyle, is very simplistic in its goals, and utilizes many “overcosted” units in critical roles, providing flavor and mystery to the list as a whole. Ultimately, my goal was to recreate a “super-friends” deathstar for Chaos forces and, although it is not nearly as efficient, I believe I’ve succeeded in building a close combat death star with similar function, and perhaps a better chance of winning a pitched battle, with the Warmaster included. Please don’t judge me too strongly =)
 

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Dude
Sweet list, I like it
I would however change some of the character placement.
Abbey with letter unit, then you could have the herald, Lord and sorc with the hounds for scout and no scatter (from formation). Then use the crushers instrument as a second option for no scatter along with the other sorc. Both units have decent mobility, what are you doing with the sorc powers?
 

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Dude
Sweet list, I like it
I would however change some of the character placement.
Abbey with letter unit, then you could have the herald, Lord and sorc with the hounds for scout and no scatter (from formation). Then use the crushers instrument as a second option for no scatter along with the other sorc. Both units have decent mobility, what are you doing with the sorc powers?
 

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Entropy Fetishist
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4,249 Posts
Hmm. It's interesting and novel, and takes advantage of various quirks of the rules (say, that KDK daemons don't forbid CSM characters joining, unlike C:D khorne daemons). I like the list in general, and would be interested in hearing how it performs!

I don't really like how many points have to be spent on taxes like Cultists. I think if CSM get the rumored Sorcerer Conclave formation, it'd upgrade this list a bunch by allowing you to consolidate force org charts, drop at least 20 cultists, and spend the savings, well, on a 3rd Sorc.

The only real issue I see is how... well, squishy these "deathstars" are. Flesh Hounds are a pretty solid option, but focused shooting is still going to blast them down, to say nothing of doing the same against 16 T3 5++ inv 'Letters. "Praying to get an Invisibility or Endurance on the Sorcs" doesn't strike me as too... reliable of a tactic.

Out of curiosity, who's in the Fire Raptor? Just a squad of cultists for late-game dropping out to grab an objective?
 

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Discussion Starter · #6 ·
Thank you for your replies =)

Abaddon can, definitely, join a different squad. Throughout the game, I think that's the intention, but only after the middle of the board is secured.

I was considering starting powers with Biomancy, as Iron Arm seems to synergize well, and would cover some of my weaknesses: namely AV 12-13. Endurance is unaffected by the ITC FAQ, unlike Invisibility, and seems to be a good choice, especially as it can help reduce the damage a perils of the warp roll can do, though Invisibility can be cast on the Fire Raptor...

I'm not sure I was planning on using the Fire Raptor for anything other than support. In actuality, the practice list I'm running (until my Raptor is built and painted) is 4x Obliterators instead.

Any further thoughts are still appreciated, and I'll report back after I've gotten a few games in! :D
 
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