Warhammer 40k Forum and Wargaming Forums banner

1 - 13 of 13 Posts

·
Registered
Joined
·
8 Posts
Discussion Starter #1
HQ (425)

Daemon Prince of Nurgle, Power Armour, Wings, Black Mace (265)
Chaos Lord, Mark of Nurgle, Bike, Power Fist, Blight Grenades (160)

Troops (749)

7x Plague Marines, Power Fist Champ w/Melta Bombs, 2x Plasmagun, Rhino (263)
7x Plague Marines, Power Fist Champ w/Melta Bombs, 2x Flamer, Rhino (243)
7x Plague Marines, Power Fist Champ w/Melta Bombs, 2x Flamer, Rhino (243)

Fast Attack (190)

5x Chaos Bikers, Mark of Nurgle, Power Fist Champ w/Melta Bombs, 2x Meltagun (190)

Heavy Support (385)

Chaos Predator, Twin-Linked Lascannon, Lascannon Sponsons, Havoc Launcher (152)
8x Havocs, Mark of Nurgle, Icon of Vengeance, Power Fist Champ w/Melta Bombs, 4x Autocannon (233)

Fortification (100)

Aegis Defence Line, Quad-Gun (100)

Total: 1849pts

Played this list today against Orks with IG allies. Havocs sit behind the Aegis Line providing cover fire with the Predator close by. Plague Marines move up the board leaving the one Plasma squad to defend home objective. The mobility on the bikers and Daemon Prince allow them to react to enemy movement and pick high priority targets. Had alot of fun with this list, any c&c welcome.
 

·
Registered
Joined
·
97 Posts
I'm fairly new to chaos but this looks like a tough bunch of filth worshippers, a toughness six chaos lord? Ouch.
The only comment I'd make is power fists AND melta bombs? It's be cheaper to take a power weapon/melta bomb combo, remember as chaos you HAVE to challenge in close combat and at the moment all of your challengers are going last. Stick a power sword on them, slice and dice away and use your melta bombs for any tank that's unlucky enough to get too close.
I'd also have your Havok champ as bare bones, his job isn't getting into fights and you'll want to remove that model before one of your heavy weapon armed ones anyways. That'll save you about thirty points to stick somewhere, maybe a sigil of corruption for your lord just to make him extra invincible?
Hope that helps!
 

·
Registered
Joined
·
2,848 Posts
I agree with Zack on pretty much all of it. I'm also confused why you'd put a Havoc Launcher on an anti-armor tank.

I'd downgrade all the Fists to Swords, remove the Havoc launcher. that's something like 55 points or something right there. I would leave the Fist on your Lord, but I'd add a Lightning Claw, giving you the ability to fight at initiative when needed, and pound something when you feel you can endure it... and as both are Specialist, you get the extra attack.
 

·
Registered
Joined
·
3,694 Posts
Everithing fine, bar the power fists.
Remove them from the champions, plus remove the havoc launcher and the meltabombs on the havoc champion (he will never use those...)
This give you 142 pts.
With those points:
-instead of 2 flamer, a nurgle squad goes with 2 meltas (10 pts)
-add 3 bikers, MoN, 2 meltas, meltabombs (113 pts) for extra flexibility and anti tank/terminator
-add lighning claw to the bike lord (so you have the mighty FistClaw combo)

You still have 4 points to spare...
That's my take.
Cheers
 
  • Like
Reactions: BurnMaimKill

·
Entropy Fetishist
Joined
·
4,249 Posts
I would actually argue that power fists could actually be justified on I3 PMs. Fists and melta bombs are a trifle overkill though, and I'd say one or the other—fist or pw+mbs.

The Lord could use a lightning claw for fisticlaws (getting the bonus attack for 2 specialist weapons) or the Burning Brand of Skalathrax (which would argue for swapping the flamers to the bikes and meltas to one of the PM squads).
 

·
Registered
Joined
·
97 Posts
Would really depend on your opponents army. Orks, Tau, Guardsmen and Necrons will usually be striking at the same time or after if you're initiative 3, i'd use power weapons/melta bombs against them.

Marines (chaos or otherwise), Eldar (both kinds) and Nids will nearly always be going first so you might as well take the fist for the extra whupass.

Hope all that helps man.
 

·
Registered
Joined
·
8 Posts
Discussion Starter #7
OK thanks for the comments everyone. I realize I have a bad habit of giving my champs all of the upgrades. So I've stripped them allowing me to beef up my Lord and shuffle around some special weapons. With about 100 pts laying around I figured I could use a distraction unit and chose Spawns over Cultists or a Helbrute. Here goes version two of this list:

HQ (440)

Daemon Prince of Nurgle, Power Armour, Wings, Black Mace (265)
Chaos Lord, Mark of Nurgle, Bike, Lightning Claw, Burning Brand of Skalathrax, Sigil of Corruption, Blight Grenades (175)

Troops (704)

7x Plague Marines, Champ w/Melta Bombs, 2x Plasmagun, Rhino (238)
7x Plague Marines, Champ w/Melta Bombs, 2x Plasmagun, Rhino (238)
7x Plague Marines, Champ w/Melta Bombs, 2x Melta, Rhino (228)

Fast Attack (1288)

5x Chaos Bikers, Mark of Nurgle, Lightning Claw Champ w/Melta Bombs, 2x Meltagun (180)
3x Chaos Spawns, Mark of Nurgle (108)

Heavy Support (385)

Chaos Predator, Twin-Linked Lascannon, Lascannon Sponsons (140)
8x Havocs, Mark of Nurgle, 4x Autocannon (178)

Fortification (100)

Aegis Defence Line, Quad-Gun (100)

Total: 1850pts

Going to be playing vs Tau next so if all goes well having T5-6 will help me survive shooting long enough to get into cc with most of them.
 

·
Registered
Joined
·
97 Posts
I like this list, you seem to have the bases covered, anti-air, anti-armour, some CC and decent mobility.

I'd make one suggestion, give it a go with the spawn but I'd probably go for the cultists, they give you either a good cannon fodder unit or a troops unit to sit on an objective in your deployment zone. As it is you've only got the plague marines and I reckon there's better uses for them. Best of luck against those cursed Tau.

Oh and I still think a T6 Chaos lord is pretty damn evil...
 

·
Registered
Joined
·
3,694 Posts
I am really curious about the Daemon Prince performance. If you can, let us know!
:grin:
Oh, and don't forget to stomp some loyalist scum...
 

·
Herald of The Warp
Joined
·
2,752 Posts
I am really curious about the Daemon Prince performance. If you can, let us know!
I've run with a similar prince a couple of times; He's a absolute beast. FMC with Black Mace (which has AP2 because of smash) is a squad killer. He can wreck tanks and throw a beatdown on most HQ's.

Never leave home without it :p
 

·
Registered
Joined
·
3,694 Posts
I've run with a similar prince a couple of times; He's a absolute beast. FMC with Black Mace (which has AP2 because of smash) is a squad killer. He can wreck tanks and throw a beatdown on most HQ's.

Never leave home without it :p
Even at 1850 pts? I'd feel pretty vulnerable...oh well, I guess I have to give it a try...
Do the Vector strike retains the AP 2??
 

·
Entropy Fetishist
Joined
·
4,249 Posts
I don't believe it does unfortunately - But it is a topic of heavy discussion, when I'm playing at least. People have each their own version of that specific combination of rules :p
No, IIRC. The rules for Vector Strike (I'm pretty sure) say that the attacks don't benefit from special rules, etc, and are resolved at AP3.

My main problem with Princes, these days, is the fact that any Monstrous Creature and nearly any Walker can Smash, plus a bunch of Tau, Eldar and Vindicator/Demolisher shooting, means there's a lot of S10 in the game, and with only S5 and no Eternal Warrior... Daemon Prince go poof. (not to mention force weapons)
 
1 - 13 of 13 Posts
Top