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Hi.
7th edition has been out there for a several weeks now. I still haven't had the chance to buy the rule book (read= purchase the rulebook). So i am asking you fellow heretics what would be the best build given the lists i ran previously.

My typical 6th ed list (i play at 1500 pts usually) would revolve around a big blob of khorne cultists (20) and a fairly sized foot slogging blob of khorne marked CSM. HQ would typically consist in kharn or a claw fist khorne lord to go with culstists. they would usually be escorted by bikers, in some cases with a biker or jugger lord with AoBF, and a helldrake. For firepower i tend to favor a 5 man AC havocs squad with 2 squads of oblits, although i also have a couple of vindis. That would be my usual pool of choices while building a list.

From what i heard on forums about this new edition, nothing really radical happened, but a few game - changing aspects have occurred:
- Vehicles got a little better, which could give me the occasion to dust off my rhinos and a land raider which have remained silent since the 5th ed.
- Almost any unit can be a scoring unit now, and that is encouraging "mass" lists (the more bodies the better)
- The excess wounds in challenge are allocated to the squad (so good for us chaos players, with the "champion of chaos" compelling us to challenge)
- For CSM, more than ever the choice of allies has been important. As i understand, it is almost impossible to perform competitively without some.

So, will someone be so kind to enlighten me about the changes this new edition of the game is bringing, and particularly for us chaos players?
How can i craft a good list, keeping in account the kind of list mentioned earlier? Are there some units likely to see a comeback (i'm thinking of terminators, mechanized squads of marines, or maybe even spawns, wich are getting more and more appealing for a lot of chaos players)?

Any advice and discussion is welcome. Thanks!
 

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I've had a lot of success with Spawn units, give a squad a mark of nurgle (or khorne if you are running a Khorne themed list). They can act as a retinue for a Khorne Lord on Juggernaut with AoBF - thats a lot of wounds and a lot of attacks for just under 300 points

Heldrakes are worse.. vector strike is nerfed, and 45 degree firing arc means that you no longer can smash a rhino with vector and then BBQ the marines inside in one turn

If you want complete cheese.. Tzeentch daemon allies with lots of psyckers all rolling on daemonology = daemon summoning galore
 

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@Lemmy1916 i'm don't agree that you need allies to compete. it's just like before. if you want to win tourneys you need allies :)

this said, the real boom in this edition is not, like its believed, daemonology. it's invisibility.

so, your blobs could reliably be protected by a ML3 sorceror rolling on telepathy.
about vehicles, you really will be taking advantage of the new chart with heavy armoured vehicles. its all too easy to strip hull points from a rhino. a predator or a landraider or al leman russ are all another story.

then Nurgle daemon princes are the new heldrakes. you will be looking (for 220 pts) at a jump monstruous creature, cover 2+ armour 3+ that will be rialiably stuck in cc on the 2nd turn.

with everithing scoring you don't really need lots of troops, just 2 to contest the right thing in the right time.

SO my suggestion is:


ML 3 Sorceror on bike with nurgle spawns
ML3 sorceror with 20 khorne marines
2 units of oblits
6 autocannon havocs
5 bikers
1 heldrake (its still good, just not autoinclude)

this for an assaulty army. otherwise you could go unbound and well...shit happens!
 

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Discussion Starter · #4 ·
thanks for the inputs guys! @Helden: How many spawns do you recommend to run with the lord?
@Nefereht: so no cultists? i thought they still were one of the most efficient troop choices...
 

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Well, you don't play with DPs, so that nerf to FMCs isn't going to hurt you much. If you did, though, a Nurgle DP would be stellar, what with that 2+ jink save. Like Neferhet says... except the same holds true with Be'lakor: the only psyker guaranteed to get Invisibility can also Jink for a 2+ cover save, and can cast Shrouding to give a non-Nurgle FMC a 2+ cover too! Maybe better with daemons, like a Bloodthirster or something, but...

Spawn you'll probably want 5 or 6, honestly. Since they're not going to be Nurgle Spawn with a Juggerlord, probably 6 (for the same cost as 5 Nurgle spawn).

The Vindis are definitely a bit harder to take out of commission, but Daemonic Possession might be worthwhile again, with 2/3 of the pen table being shaken or stunned--but they'll still die to glances just as easy. Still don't think that the over-expensive, drunken-weaponed Land Raider is worth it, honestly...

Honestly, Iron Arm got buffed almost as much as Invisibility. Not quite, but... a T10 GUO? Sign me up! T8 DPs? Yes! Nurgle daemons are happier than Slaaneshi daemons, if you weigh 2+ jink and Iron Arm vs Invisibility alone...
 

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cultists. now that everything scores, you can have better. even staying within FOC you might want cultists just to save points and get more shineys. However, i think that at least 1 troop should be able to perform some duty, than just sit and pray ;)
 

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Discussion Starter · #7 ·
Ok, so model-wise i just got to get some spawns if i understand you guys right. As for the DP, i got one that i could play as be'lakor. That invisibility thing defenately sounds tempting. I'll come up with a detailed list sooner or later and submit it to you guys, thanks again :)
 
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