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Discussion Starter · #1 ·
Hi everyone! This is my first go at making a list after many, many years away form the game. I love close combat and am leaning towards an army that is going to fun to play moreso than ultra competitive. Please feel free to rip and tear at my list, i'm open to all suggestions. I have tried to make it battle forged, so if i messed something up with the force org let me know.

Main Detachment
HQ
Kharn

Troops
CSM (10)
Plasma Gun (or Flamer?)
Power Weapon (Chp)
Mark of Khorne
CCW no Bolter
Icon of Wrath

Berzerkers (10)
Icon of Wrath

Secondary Detachment
HQ
Chaos Lord
Mark of Khorne
Juggernaught
Axe of blind fury
Sigil of Corruption

Troops
Cultist (10) with Flamer x2


Elites
Helbrute
Lascannon
Power Scourge

Terminators (5)
Reaper Cannon
Chainfist
Combi-Flamer/Melta/Plasma (4)
Icon of Vengeance

Fast Attack
Chaos Spawns with Mark of Khorne (5)

Raptors (5)
Plasma Guns
Combi-Plasma

Helldrake w Baleflamer

Heavy Support
Obliterator with Mark of Nurgle x3

This comes in at 2,002pts. My idea is a 3 headed assault force with Kharn + CSM, Berzerkers, and Jugger Spawn Pack as the attacking prongs. The two cultist units would be tasked with objective holding. The Terminators and Raptors are do-it-all units that I can send out tank hunting or to harass the enemy line while my assault groups slog up the field.

The heldrake gives me some solid anti troop air support to cover the advancing assaulters. The Oblits, and to a lesser extent the helbrute, would provide some ranged shooty action.

Some other things I've thought of...i think the cultists squads are probably kind of weak objective holders. I've contemplated making them one big blob of 20 and swapping their job with Kharn's CSMs, but then i would need another troop selection in the second detachment unless i split up the CSMs in to 5 man units. Though after reconfiguring them away from assault (dropping, MoK and the Icon), i'd be able to add another 10 man cultist squad.

Admittedly, the Helbrute doesn't really have a well defined role but i have the model and its such a cool model that i'd like to work it in.

I don't have transport for the two footslogging assault units but my thought is that there are enough dudes on the field to shoot at that enough of the assaulters will make it into combat to gather some skulls for Khorne. With that said, I could strip out the Helbrute upgrades and drop the CSM and Zerker squads down to 9 which would give me enough points to bring two rhinos...but not enough to put dirge casters on them...
 

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Warsmith
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Getting in to assault will be the big issue that this list will face, sadly the Chaos Codex doesn't have a good way to deal with problem. (Its an issue we all face).

Terminators (5)
Reaper Cannon
Chainfist
Combi-Flamer/Melta/Plasma (4)
Icon of Vengeance

I would drop the Icon of Vengeance myself and pick a single Combi-Weapon for maximum benefit when you have to open up with them.


Otherwise looks like a fun list! (not hugly comeptaive and some games will be a pain, but keep the story high and play to the mission and it will be a laugh (with the good opponent)
 

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Discussion Starter · #3 · (Edited)
ah, so you are thinking that 4 combis of the same type would be better than mix and matching? That makes sense, gives a salvo of your one-off in-my-time-of-need type weapon.
 

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Discussion Starter · #4 ·
Hmm, dropping the icon from the termies would free up points for a rhino and then i would just need to squeeze another 35 out of other stuff for a 2nd rhino...then my two foot sloggers have rides.
 

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What's the point in two detachments? It all fits in one.

If you want a lascannon platform a predator (auto/las or tri-las) would do more for you than a helbrute. You could use that as your objective grabber and lose one or both units of cultists since they're not needed for minimum troop requirements

What's the idea with the terminators? Deepstrike? I wouldn't bother with the reaper autocannon, I'd spend those points on a heavy flamer and power fist, then drop one of the combi weapons and add another fist
 

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Discussion Starter · #6 ·
What's the point in two detachments? It all fits in one.
Ah, that would be my apparent misunderstanding of force org. :laugh:


If you want a lascannon platform a predator (auto/las or tri-las) would do more for you than a helbrute. You could use that as your objective grabber and lose one or both units of cultists since they're not needed for minimum troop requirements
Helbrute is in there because i already have the model. I hadn't really looked into taking any tanks, do you think the shooty platform is well taken care of by the trio of oblits? If so, then i could probably change the helbrute's role entirely.


What's the idea with the terminators? Deepstrike? I wouldn't bother with the reaper autocannon, I'd spend those points on a heavy flamer and power fist, then drop one of the combi weapons and add another fist
Ya, terminators would be a deep striking unit to harass. Basically a similar role as the raptors but less mobile (so DS instead).
 

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Ah, that would be my apparent misunderstanding of force org. :laugh:

Helbrute is in there because i already have the model. I hadn't really looked into taking any tanks, do you think the shooty platform is well taken care of by the trio of oblits? If so, then i could probably change the helbrute's role entirely.

Ya, terminators would be a deep striking unit to harass. Basically a similar role as the raptors but less mobile (so DS instead).
:biggrin:

Obliterators are good but it's not a lot of fire support at 2000 points. For a shooty helbrute I think I'd take a twin autocannon and missile launcher. Both guns can target infantry and vehicles. Then again, I think vehicles are the bigger problem so you could specialise it and go missile launcher and twin lascannon/multi melta. If I wanted to keep the CC ability I'd stick with power fist/multi melta. Cheap and a MM shot followed by charge will do some damage to a vehicle

How about meltaguns on the raptors? Two meltas and melta bombs on the unit leader makes them dangerous to vehicle.

If the termies are deepstriking then definitely take the heavy flamer! The autocannon isn't worth the points, you can have the heavy flamer and two power fists for one point less
 

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Discussion Starter · #8 ·
:biggrin:

Obliterators are good but it's not a lot of fire support at 2000 points. For a shooty helbrute I think I'd take a twin autocannon and missile launcher. Both guns can target infantry and vehicles. Then again, I think vehicles are the bigger problem so you could specialise it and go missile launcher and twin lascannon/multi melta. If I wanted to keep the CC ability I'd stick with power fist/multi melta. Cheap and a MM shot followed by charge will do some damage to a vehicle

How about meltaguns on the raptors? Two meltas and melta bombs on the unit leader makes them dangerous to vehicle.

If the termies are deepstriking then definitely take the heavy flamer! The autocannon isn't worth the points, you can have the heavy flamer and two power fists for one point less
I like the idea of keeping the helbrute simple. He is really there to look pretty so sticking with the melta fist load out seems like a good place to squeeze points.

Meltas on the raptors is totally good. I didn't mention in the list but my plan was to toggle between plasma and melta load outs depending on what i'm facing.

Thanks for all the feedback!
 

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Apart from the transport issue it seems alright, gotta ask why MOK on the Spawn? They already have rage so all your paying for is counter attack - given their lack of armour save I'd give the MON instead, +1 toughness means the whole unit can't be instasquished by a lucky demolisher cannon or something.
 

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Warsmith
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If the termies are deepstriking then definitely take the heavy flamer! The autocannon isn't worth the points, you can have the heavy flamer and two power fists for one point less
I would point out that the Reaper-Autocannon is quite usefull bit of kit on the termies, for someone still trying to learn the game-play use of DS. There is a fair bit of skill in making sure you get the DS to be in just the right place, and the extra Range and Strenght on the Autocannon is worth the extra 15 points.
 

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Warsmith
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I like the idea of keeping the helbrute simple. He is really there to look pretty so sticking with the melta fist load out seems like a good place to squeeze points.
I find the Heavy-Flamer on the Powerfist on the Hellbrute is worth its points, has many uses and although it doesnt work in combo with the Melta, does make him a threat to nearly all types of troops. And for only 115 something you can lose without too much of a panic.
 

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Discussion Starter · #13 ·
^ The juggerlord can only join khorne spawn or unmarked spawn
Apart from the transport issue it seems alright, gotta ask why MOK on the Spawn? They already have rage so all your paying for is counter attack - given their lack of armour save I'd give the MON instead, +1 toughness means the whole unit can't be instasquished by a lucky demolisher cannon or something.
Indeed, though if the juggerlord can join unmarked spawn then i would probably go with that. I was under the impression a lord had to be with a similarily marked unit.

I find the Heavy-Flamer on the Powerfist on the Hellbrute is worth its points, has many uses and although it doesnt work in combo with the Melta, does make him a threat to nearly all types of troops. And for only 115 something you can lose without too much of a panic.
Oh i like the sound of this. Flamers are always fun.
 

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Ooops, oversight on my part - Yeah marked characters can join un-marked units and vice verca.
 

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Discussion Starter · #15 ·
Updated list with transports and some other feedback items. I had about 50 points left to spend so I threw a MoN on the termies and a gift of mutation on the Lord. I kept the cultists but mashed them into one squad. Coming in at 1996 now.


HQ
Kharn

Chaos Lord - Mark of Khorne, Juggernaught, Axe of blind fury, Sigil of Corruption, Gift of Mutation


Troops
9 CSM - Rhino w Dirge Caster, Mark of Khorne, Icon of Wrath, Plasma Gun (or Flamer?), Power Fist (Chp) , CCW no Bolter

10 Berzerkers - Rhino w Dirge Caster, Icon of Wrath

20 Cultists - 2 Flamers


Elites
Helbrute - Melta and Flamer Fist

5 Terminators - Mark of Nurgle, Reaper Cannon, Chainfist, Combi-Weapons (4)


Fast Attack
4 Chaos Spawns

5 Raptors - 2 Melta Guns, Melta-Bomb (Chp)

Helldrake - Baleflamer


Heavy Support
Obliterator - Mark of Nurgle x3
 

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Warsmith
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Updated list with transports and some other feedback items. I had about 50 points left to spend so I threw a MoN on the termies and a gift of mutation on the Lord. I kept the cultists but mashed them into one squad. Coming in at 1996 now.
I would consider the MoT on the Termies as it makes them 2+/4++ which is much better against the big guns that will be targeting them..

I would also consider dropping a zerker to put Kharn with them, and then rounding out the marines to 10 men and getting a second plasma gun. (helps if you need to shoot up marines, and with MoK you get +1 attack when your charged, so there is a bit of logic in building the marines to get up close and personal, start shooting the turn they get out of the rhino and almost dare the opponent to decided if they want to risk over watch for the assault {Its how I use my CSM with bolters and MoK, its surprisingly fun})
 

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Discussion Starter · #17 ·
thats an interesting idea...my thought was to put kharn with the marines instead of the zerkers in order to spread out the threat. If you wanted to kill kharn and the zerkers you would have to spread your shooting across the two squads rather than focusing on the zerker squad.

I like the idea of having the marines keep their bolters though and provide some covering fire for kharn and friends when they pop out of the rhinos.
 

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Warsmith
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thats an interesting idea...my thought was to put kharn with the marines instead of the zerkers in order to spread out the threat. If you wanted to kill kharn and the zerkers you would have to spread your shooting across the two squads rather than focusing on the zerker squad.
Yes, that is a very good idear as well... and Kharn and zerkers may be over-kill, (and you do almost want to make sure that where posible you wipe out units on the Second turn of assault, as it protects you from the shooting phase).


I like the idea of having the marines keep their bolters though and provide some covering fire for kharn and friends when they pop out of the rhinos.
The trick here would be using the marines rhino to provide cover, to the zerker rhino but... yes the shooting does help provide cover!
 

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Discussion Starter · #19 ·
One of the goals i had with the army was trying to spread the assault threat equally (or close to it) over the three assault units in order to try to mitigate the fire magnet effect. Though i think specing out the marine squad to be more shooty might be more useful in the long run, Kharn can certainly carry the squad in CC.
 
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