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· Registered
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14 Posts
Discussion Starter · #1 · (Edited)
This is probably my Warhammer Fantasy player coming out, but I get really tired of getting a ton of big guns, rolling dice, and watching my opponent pull models off the table. I think it's boring to sit with oblits and havocs with lascanons and just shoot for 6 turns. It is boring for me and I have never met a player in my entire life that likes to face gun-lines whether in fantasy or 40k.

So I have a list here that I am eager to get feedback about. My goal is to be in my opponent's face on turn 2 with just about my entire army.

Here it goes:

HQ

Kharn
Warpsmith - MoK, Gift of Mutation


Troops

10 Cultists
9 Marines - MoK, icon, 1 CCW, flamer, champ power fist
(the CCW is for the marine with the flamer so he can trade his bolter and still have pistol and CCW)


Elites

9 Chosen - MoK, icon, 2x flamer, 2x power axe, champ power fist, gift of mutation


Fast Attack

10 Bikes - MoN, 2x flamer, melta bombs
5 Chaos Spawns - MoN
10 Warp Talons - MoN


Heavy Support

Maulerfiend
Maulerfiend


Dedicated Transport

Rhino - Havoc launcher, extra armor, dirge caster
Rhino - Havoc launcher, extra armor, dirge caster

2001 points


My strategy is to load up the rhinos and move flat out on turn 1. The maulerfiends would be paired with a rhino to support the infantry once they unload. The spawns would use on pair of rhinos and maulterfiends as cover to give them a save, but they would also be running up pretty fast. The bikers would head up a weak flank and try to use flamers on a heavy unit in cover. The Warp Talons will hopefully deep strike in while stuff is chaotic so that my opponent has tons of targets and cant hit everything in one turn of shooting. It would also be nice to land a blind, but i'm not counting on it. The rhinos have extra armor to help deliver the marines, they have dirge casters to stop overwatch when I charge, and they have havoc launchers so that they aren't useless once they have completed the delivery. I hope to be out of rhinos on turn 2 and maybe even get some charges with spawns and maulerfiends. Turn 3 I want to be in combat pretty much everywhere.

I have kharn because he is a beast. He will be with the chosen so that they have hatred and fearless. I have a warpsmith so that the marines have LD 10, and another flamer+melta to assault. He is also a beast in combat. The cultists are there so that i have another troop choice. They likely wont have any impact, so I don't really care what happens to them.

Keep in mind that everything(except the cultists) that i have can move 12 inches a turn, so i will be running with a reckless abandon.

I know that warp talons are pretty terrible, but I'm taking them because they fit the fluff. That being said would it be better to deep strike or just have them run with everyone else and jump pack 12 inches a turn?

What do you guys think of this list?
Would you enjoy playing it?
Would you enjoy playing against it?

Thanks
 

· Warsmith
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1,192 Posts
Here it goes:

HQ

Kharn
Warpsmith - MoK, Gift of Mutation
I would drop the GoM on the Warpsmith, he is fun.. but probaly best using the points in other places.


Troops

10 Cultists
9 Marines - MoK, icon, 1 CCW, flamer, champ power fist
(the CCW is for the marine with the flamer so he can trade his bolter and still have pistol and CCW)
Add a Flamer to the Cultists, and a few extra bodys. They will win you games securing objectives as the opponent targets the rest of your force, extra bodys keep them alive longer (But another 10 man squad also helps to grab objectives)

I also advise that you find the points to give the marines bolters,Pistols and CCW's... as you cannot charge when you first get out of a rhino, the bolters give more shots when at close-range. (and also more shots in overwatch if your opponents trys to charge you before you can charge, but with counter-attack its still fun for you)

Elites

9 Chosen - MoK, icon, 2x flamer, 2x power axe, champ power fist, gift of mutation
I would put the Power Fist on another Chosen and give the Champ a Power-Lance or Power-Sord. If Kharn does leave the squad it makes him Challenge ready!..

Also Drop the Gift of mutation, save points.

Fast Attack

10 Bikes - MoN, 2x flamer, melta bombs
5 Chaos Spawns - MoN
10 Warp Talons - MoN
Drop the Melta Bombs, and give the bikes Melta-Guns.. It will help pop the bigger things. I also would drop the MoN for the MoK given the push for CC.. or even unmarked so you can just get more troops.


Heavy Support

Maulerfiend
Maulerfiend
All good, but if you have the points... a 5 man Havoc squad in a rhino with two lascannons can may be a bit of a help with Bigger things..

Dedicated Transport

Rhino - Havoc launcher, extra armor, dirge caster
Rhino - Havoc launcher, extra armor, dirge caster
Drop the Havocs, if you not building a gun-line add on another combi-bolter and call it good. (I also would debate the extra armour as well)

I know that warp talons are pretty terrible, but I'm taking them because they fit the fluff. That being said would it be better to deep strike or just have them run with everyone else and jump pack 12 inches a turn?
I would jump them up the table, you know when and where they will hit and not be at the whim of the dice as much.

In all it looks to be a fun list.

My advice can be distilled down to.. Cut Cost and add more body's... and just because you are trying to get up in there face doesn't mean you can leave your bolters at home!
 
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