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Discussion Starter #1
Hello all,

As a bit of unnecessary background, I've been interested in 40k for years, playing the video-games, reading the books, purchasing codices, watching other people play, etc., but I've never actually owned an army or played the tabletop myself.

In any case, the below list is something I've been mulling over for awhile now (though it does incorporate 6th edition units, obviously). To be clear, this is hardly meant to be competitive; I'm really just looking to do something fun and a bit fluffy. That being said, I'd greatly appreciate any insight, and maybe advice as to whether this build is completely unworkable/ill-fated. Thanks very much.

HQ

-Warpsmith (140)
- Aura of dark glory
- Mark of Nurgle

-Company Command Squad (115)
- Master of Ordnance
- Regimental standard
- Vox-caster
- Autocannon
- Flamer

Troops

-CSM Squad x8 (149)
- Meltagun
- Power fist

-CSM Squad x8 (149)
- Meltagun
- Power fist

- Veteran Squad (95)
- Flamer x3
- Autocannon

Fast Attack

- Helldrake (170)
- Baleflamer

Heavy Support

- Defiler (220)
- Power scourge
- Power fist

- Defiler (220)
- Power scourge
- Power fist

- Basilisk (140)
- Enclosed crew compartment

Emplacements

- Aegis Defense Line w/ Quad-gun (100)

Total: 1498

The general plan would be to place the Basilisk behind the ADL, with the QG, and use the IG as defense for anyone approaching. The Helldrake is self-explanatory, and running two CC-only Defilers has been something I've wanted since I first became interested in 40k. I understand that the Warpsmith isn't considered a great HQ, but I just love the fluff/model. Also, I'm aware that foot-slogging CSMs can be a bit limiting; maybe I'll run them behind the Defilers.

So, like I said, not a terribly competitive list. Still, I'd be interested in any input, or even just observations as to this composition's survivability. Thanks again.
 

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Welcome to the board, Dies.
I'll try to help, keeping your list asset.
HQ

-Warpsmith (140)
- Aura of dark glory
- Mark of Nurgle
he can be ok, but he needs an escort. At least 10 cultists.

-Company Command Squad (115)
- Master of Ordnance
- Regimental standard
- Vox-caster
- Autocannon
- Flamer
tbh, this unit is not so goo. first, you have the vox, but no one else in the army has another...so it is wasted (you can use the vox ability only in conjunction with another vox)
Then, the regimental standarg is going to affect only the CCS and the veterans...so it is pretty wasted. The Standard best use is amongst massed infantry. I see no masses, up here ;)
The weaponry, then: MoO means you can hide out of sight and still shoot. You can benefit from this and get rid of flamer and autocannon. Add, instead, a mortar, to keep firing from an hidden position.


Troops

-CSM Squad x8 (149)
- Meltagun
- Power fist

-CSM Squad x8 (149)
- Meltagun
- Power fist
This two troops could be better served with this
7 Marines, 1 meltagun, 1 combimelta, rhino
This way thay have 2 melta shots when it matters and can move on the field more fast and protected. Powerfist is not a good idea on a champ, though.

- Veteran Squad (95)
- Flamer x3
- Autocannon
Flamers on vets are just a waste of their BS 4. Instead of flamer, try sniper or grenade launcher if you are worried by hordes.

Fast Attack

- Helldrake (170)
- Baleflamer

Heavy Support

- Defiler (220)
- Power scourge
- Power fist

- Defiler (220)
- Power scourge
- Power fist

if you want them, go ahead. Just a sidenote: maulerfiends do the same stuff and do it better for 95 pts less each...you can always use the models you own to represent maulerfiends ;) (they are both gigantic biomechanical crazed monstrosities...so...)
if you go maulerfiends you have 190 pts to invest in another heldrake or to beef up the marines squads (3 more marines and a meltagun each: 98 pts total; you can still add stuff...)


- Basilisk (140)
- Enclosed crew compartment
Ecc is not going to help you survive ;) just save some points. Why not a manticore? better investment, imo.

Emplacements

- Aegis Defense Line w/ Quad-gun (100)

Total: 1498
That's it, hope it helps :bye:
 

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Discussion Starter #4
Thanks for the input guys.

CE5511 - I agree that I may get more utility out of say, a decked-out Chaos Lord, but my motivation for the Warpsmith is based on (1) the model/fluff, and (2) the unique abilities he presents via shatter defenses or cursing.

he can be ok, but he needs an escort. At least 10 cultists.
Ya...I was wondering about leaving him as an independent. My original plan was to keep him a bit back, behind the ADL, either manning the Quad-gun or healing the Basilisk/vehicles that are close.

Would I be better off using him more offensively?

tbh, this unit is not so goo. first, you have the vox, but no one else in the army has another...so it is wasted (you can use the vox ability only in conjunction with another vox)
Then, the regimental standarg is going to affect only the CCS and the veterans...so it is pretty wasted. The Standard best use is amongst massed infantry. I see no masses, up here ;)
The weaponry, then: MoO means you can hide out of sight and still shoot. You can benefit from this and get rid of flamer and autocannon. Add, instead, a mortar, to keep firing from an hidden position.
Thanks for the explanation; I have to admit the IG rules were a bit confusing for me.

My plan for the IG was to also place them behind the ADL, and to use them defensively against any deepstrikes or approaching groups attempting to stop the artillery. That being the case, would mortars/grenade launchers be as effective? Or, perhaps I'm simply using the IG the wrong way entirely...

if you want them, go ahead. Just a sidenote: maulerfiends do the same stuff and do it better for 95 pts less each...you can always use the models you own to represent maulerfiends ;) (they are both gigantic biomechanical crazed monstrosities...so...)
if you go maulerfiends you have 190 pts to invest in another heldrake or to beef up the marines squads (3 more marines and a meltagun each: 98 pts total; you can still add stuff...)
Sigh...I think you're definitely right. Honestly, I really want the Defilers, but my interest in them is probably from having been so used to reading the 5th edition Chaos book, and loving the models, when the 6th edition has - apparently - really made them less useful (especially with the insane point increase).

So I agree that x2 maulerfields (magmas?) are probably the way to go, and I can use the leftover points elsewhere.

If I added another Basilisk, would that be legal/even remotely a good idea? I really only brought in the Guard so I could use the artillery...since my Chaos army is pretty oriented to being like the Iron Warriors.

In any case, thanks for all of the advice.
 

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Discussion Starter #5
Thanks very much for the input, guys.

CE5511 - I understand that I may get more utility out of say, a fully-tricked out Chaos Lord, but I'm primarily interested in the Warpsmith due to (1) the model/fluff, and (2) the unique abilities (e.g. shatter defenses, curse, etc.).

he can be ok, but he needs an escort. At least 10 cultists.
I had wondered about that, but also thought about leaving him behind the ADL to alternately man the Quad-gun or heal nearby mech.

tbh, this unit is not so goo. first, you have the vox, but no one else in the army has another...so it is wasted (you can use the vox ability only in conjunction with another vox)
Then, the regimental standarg is going to affect only the CCS and the veterans...so it is pretty wasted. The Standard best use is amongst massed infantry. I see no masses, up here ;)
The weaponry, then: MoO means you can hide out of sight and still shoot. You can benefit from this and get rid of flamer and autocannon. Add, instead, a mortar, to keep firing from an hidden position.
Thanks for clearing that up. Tbh, the IG codex was a bit confusing for me in terms of how the CCS or Platoon Squad worked. In any case, my main strategy was to place the IG units behind the ADL, and just use them to defend the artillery against deep-striking, flanking, or rushing units. Would mortars/grenade launchers be effective in defending against that? I've never actually seen those used...

if you want them, go ahead. Just a sidenote: maulerfiends do the same stuff and do it better for 95 pts less each...you can always use the models you own to represent maulerfiends ;) (they are both gigantic biomechanical crazed monstrosities...so...)
if you go maulerfiends you have 190 pts to invest in another heldrake or to beef up the marines squads (3 more marines and a meltagun each: 98 pts total; you can still add stuff...)
Ya...I hate to say, but you're definitely right. I really really like the Defilers, but I think my interest in them is just from how they were in the 5th edition. With their increased point cost, I suppose they aren't the best option now.

Maulerfiends x2 (magma cutters?) are probably the way to go.

Ecc is not going to help you survive ;) just save some points. Why not a manticore? better investment, imo. [/QUOTE]

Ya...I've been struggling between which artillery options to go for. Having swapped out the Defilers, would getting a squad (x2) of Basilisks be effective? I do like the Manticore, but I would be limited to only 1.

In any case, thanks again for all of the insight.
 
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