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Discussion Starter · #1 · (Edited)
This list should be friendly but competitive enough to make some noses bleed. Need your review, Heresy!

EDIT: list edited as per last iteration

Chaos Lord
MoKhorne
Axe of Blind Fury
Sigils of corruption
Juggernauth of Khorne
meltabombs
(175)

5 Spawns
(150)

Chaos Sorceror
Terminator Armour
3rd ML
Force axe
Spell Familiar
(150)

30 cultists
(130)

10 Marines
2 meltaguns
rhino
(195)


6 Havocs
4 autocannon
(128)

6 Havocs
4 autocannon
(128)

2 Obliterators
MoNurgle
(152)

Allied Detach:

Herald of Slaanash
Locus of Beguilement
Steed of slaanesh
Greater reward ( major etherblade)
(110)

20 Daemonettes (180)

TOTAL 1500

Plan is to outflank with all daemons, while pred and havocs hammers the enemy. Terminators + lord act as nuisance and force a response. Rhino marines goes for objectives, followed by cultist horde led by Nurgle Lord. Basically by turn 3 i hope to have at least 2 units in melee
 

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Discussion Starter · #3 ·
lol, the necro list will be in unbound&popcorn ;)

The problem with zhufor is the 5+ save...i was aiming at something hard enough to resist a turn of dedicated shooting. might as well try zhufor too, but i'm not so sold. he deserves another role than just distraction punching ball, imo. at least 5 terminators of retinue and a good place to deepstrike, supported by other troops.
 

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Discussion Starter · #5 · (Edited)
Tried it yesterday night. Not too bad! The cultist unit is able to take some seriuous punishment and to hide the nurgle lord well enough to let him swing his fist. Havocs + pred are fantastic and plague marines are tough as always.
Im going to let loose some of the daemonic part due to redundant ineffectivness and yes, change the terminator stuff.
I'd say those are the changes to make:
-drop seekers
-swap tzeentch lord for Zhufor
-swap tzeentch terminators for khorne terminators
-add maybe a small marine unit for support?
SO:

Zhufor the Impaler
(175)

5 Khorne Terminator
3 combimelta
2 power fist
(201)

Nurgle Lord
Sigils of Corruption
Powerfist
(130)

35 cultists
(150)

5 Plague Marines
2 plasmagun
rhino
(185)

4 Chaos Bikers
ccw + pistol
2 flamer
(100)

6 Havocs
4 autocannon
Veterans
(134)

6 Havocs
4 autocannon
Veterans
(134)

Predator
Lascannon sponsons
TL Lascannon turret
Extra armour
(150)

Allied Detach:

Herald of Slaanash
Locus of Beguilement
Steed of slaanesh
Greater reward ( major etherblade)
(110)

20 Daemonettes (180)

Now Daemonettes and zhufor+retinue can go when needed and hopefully complement each other. Small marines unit can follow the big cultists unit and help them. The rest is the same. ZHUFOR SMASH!!! mmh... i like this list...
 

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Discussion Starter · #7 ·
nope you are not gonne make it :p i need the long range AP2
 

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Discussion Starter · #8 ·
After a couple of games i've changed the list. Predator is not just good enough and it tends to be an immobile platform. Zuhfor and his retinue, well...they are funny, but are unreliable and slow like hell. A clever opponent or just some bad luck in deepstriking makes them useless.

Chaos Lord
MoKhorne
Axe of Blind Fury
Sigils of corruption
Juggernauth of Khorne
meltabombs
(175)

5 Spawns
(150)

Nurgle Lord
Sigils of Corruption
Powerfist
(130)

35 cultists
(150)

5 Plague Marines
2 plasmagun
rhino
(185)


6 Havocs
4 autocannon
Veterans
(134)

6 Havocs
4 autocannon
Veterans
(134)

2 Obliterators
MoNurgle
(152)

Allied Detach:

Herald of Slaanash
Locus of Beguilement
Steed of slaanesh
Greater reward ( major etherblade)
(110)

20 Daemonettes (180)

This way the Khorne lord is guaranteed to reach melee and to crush skulls, while 2 obliterators will just be better than the predator.
Until now the list was good, but not enough. The cultist horde is funny and attracts an incredible volume of fire. Now that can be a good support for the khorne lord.
 

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Discussion Starter · #9 · (Edited)
Another change to the list. Whe can't just skip Psy phase anymore. Also, this list need some protection.

Chaos Lord
MoKhorne
Axe of Blind Fury
Sigils of corruption
Juggernauth of Khorne
meltabombs
(175)

5 Spawns
(150)

Chaos Sorceror
Terminator Armour
3rd ML
Force axe
Spell Familiar
(150)

30 cultists
(130)

10 Marines
2 meltaguns
rhino
(195)


6 Havocs
4 autocannon
(128)

6 Havocs
4 autocannon
(128)

2 Obliterators
MoNurgle
(152)

Allied Detach:

Herald of Slaanash
Locus of Beguilement
Steed of slaanesh
Greater reward ( major etherblade)
(110)

20 Daemonettes (180)

The sorceror will go telephaty and buff the cultist horde or the lord and his spawns.
The chaos marines will secure objectives and add some armoured bodies to the field. I think that even if less resilient than plague marines, their number will make up for that.

BTW tonight i'm pitting this list against Ultrasmurfs (my opponent of choice!)

Any suggestion?
 

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Discussion Starter · #11 ·
Thanks mossy :)
Putting 2 levels on the herald, you say. sadly, this would nullify the psionic boost it culd provide: 2 turns average without blessings, only 50% chance of invisibility, probably too far from my other units to bless them...mmh, nope. I'd rather sacrifice fearless on the marines and the cultists!
About spell familiar: damn right!
about termin armour: he would not be able to run, though...oh, well...

Modified the list above AND the original list.
 

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Discussion Starter · #17 ·
2 turns average without blessings, only 50% chance of invisibility, probably too far from my other units to bless them...
about the psyonic sorceror i'll quote myself. to be useful, sorcerors must be on the board from start, imo. :)

Also, i found out theat 35 cultists with no fearless can be...underwhelming. Must rethink the issue, i fear :(
 
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