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Discussion Starter · #1 · (Edited)
I wanted to make a list that united all the Forces of Chaos. Fluff wise it seems to me the Forces of Chaos would have a smattering of everything, just like the Armies of the Imperium have IG grunts, Space Marine elites and Ad Mech vehicles in their army. Not sure if I chose the right Chaos Daemon HQ. I've always had lots of success with the Soul Grinder so I want to get it in the list, but advice on the Daemons HQ and troop slot would be much appreciated. Maybe a herald and a squad combo? This list is exactly 1850pts with the Castigator 1840pts with the Errant.

Primary Detachment Renegades and Heretics
HQ
1x Renegade Command Squad + Arch Demagogue w/ Covenant of Nurgle (unlocks Zombie Troops) = 55pts

Troops
34x Plague Zombie Hoard = 96 Pts
Renegade and Heretic zombies have a 4+ FNP but no 6+ save. Also they get d3 zombies if they wipe a squad in close combat. Otherwise they are the same as CSM zombies. They are my go to speed bump or objective grabber.

5x Renegade Infantry Veterans w/ 2x Melta Guns + Chimera w/ 2x heavy flamers = 110pts
These guys get in close and try to pop vehicles with their Melta Guns. Swapped the Multi Laser and Heavy Bolter for Heavy Flamers because its free and Renegade Chimeras are BS 2 unless you pay for an upgrade. Plus this squad will be trying to get close to enemy lines to use their Melta Guns so why not have Heavy Flamers to pop any pesky bubble wrap?

Heavy Support
3x Renegade Field Artillery Battery w/ Militia Training (+1BS) + 6x Extra Crew = 115pts
Wow these guys are dirt cheap! They all come standard with Heavy Quad Launchers (S5 AP5 Heavy 4, Small Blast, Barrage, Pinning), and they are artillery so the squad counts as T7!!! They also have a special rule "shell shocked" -1 for all pinning tests. Their big down side is the guns are immobile, so if the squad breaks all the guns are removed. Putting a Sorcerer in here for LD insurance and the divination relic for twin-linked.

3x Renegade Rapier Destroyer Battery w/ Militia Training (+1BS) + 3x Extra Crew = 79pts
Another squad with a price so low I should be charged with larceny by trick. These guys all come standard with Twin Linked Laser Destroyers (R36" S9 AP1 Ordinance 1). Clearly they are meant for popping vehicles and as artillery the squad all counts as T7. Arch Demagogue will run with this squad for some LD insurance.

Ally Chaos Space Marines
HQ
1x Sorcerer + Balestar of Mannon; Spell Familiar, ML2 = 125pts
This guy Goes with the Field artillery. Rolls on Divination thanks to the Balestar and is looking for forewarning for the +4 inv save and as a focused psyker, will automatically get Prescience.

Troops
10x Cultists = 50pts
The tax I pay for my Sorcerer and Fire Raptor. Will be held in reserves and try to grab a back field objective.

Heavy Support
1x Chaos Fire Raptor + Reaper Autocannon Batteries = 215pts
This thing puts out lots of mid strength dakka. Turrets will target vehicles, Main gun will shoot at high value MEQ's like heavy weapon teams or assault squads.

Ally Chaos Daemons
HQ
1x Bloodthirster + 2x Greater Rewards = 290pts
Mmmmm close combat monster. Gets in close and personal and tries to collect some skulls. I'm not sure if he's exactly what I need. Any suggestions on a better Daemon HQ would be much appreciated.

Troops
3x Nurglings = 45pts
Daemon troop tax. Will infiltrate and try to be a general pain in the ass. Any suggestions on how to use these guys would be appreciated.

Fast Attack
5x Screamers of Tzeentch = 125pts
They pop vehicles, but i don't know if i really need them. Tell me What you think.

Heavy Support
1x Soul Grinder of Slaanesh + Baleful Torrent = 170pts
Actually pretty fast with the 3" bonus to the run move thanks to Slaanesh. I run him the first turn then I start flaming troops or charging vehicles. With 5A on the charge it reliably wrecks any vehicle but an undamaged 4HP AV 14 the turn it charges, plus the flamer weapon is a great troop killer.

Ally Chaos Knight
I can't Decide between the Knight Castigator or A Knight Errant. Its only a 10pt difference 380 vs 370 andIi can always use more zombies. Castigators have more dakka and are better in CC against hoards thanks to their sweep attack, but the Errant has the Large Blast Melta and two guns so it can shoot the Large Blast and charge some other squad. I'm Stuck. Maybe these pictures will help.

Death to the servants of the false Emperor!
 

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Everything seems just extra nice. Daemonic slot could be more Tzeentchian to have a nice boost on those power dices. I'd rather take a Nurgle Winged DP as HQ and add a unit of horrors. Otherwise get the same unit of horrors and replace Hq with a Herald of tzeentch. Extra points will have some Spawns for chaos marines, imo.

Also, renegade vets can only take ONE special weapon.

EDIT: Also, Errant all day long. Nice conversions, man!
 

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You are taking allot of units that you call a 'Tax' this is a bad sign.

Mostly because, they are the troops and without them you can run unbound and be more effective even without objective secured!


Also, if you are playing Malstrom of war you need more than one objective grabber.. But advice add a heavy stuber to the cultists and another few bodies. They will be good at holding objectives and putting out a little amount of fire.

Just some thoughts.
 

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Discussion Starter · #4 · (Edited)
Thanks for the advice neferhet and Uveron. This is the list i plan on bringing to the Guardian Cup in Portland Oregon this may/june so i'm trying to tweak every last detail.

Good Catch neferhet, ten more points for me! I was thinking IG vets and didn't read the rule close enough. Why does the errant stand out as the better choice to you? The more i think about it, the more i lean toward the castigator. In close combat the Castigators sweep attack automatically hits every model in base contact with the knight and thanks to Deflagrate generates an additional hit for each wound it does. I really like having a hard counter to an invisible deathstars since its a safe bet those things will rear their ugly head at a big tournament. Could you go more in depth about why the errant appeals to you?

Uveron, i really liked your point about adding a few more cultists to make sure they don't just get blown off the table. I'm definitely incorporating that advice.

I also did readup on the Balestar and found out it lets me re-roll psy tests so no need for a spell familiar. saving me another 15pts. I think i'm going to drop my Sorcerer down to ML1 since he's automatically getting prescience, and 25pts is to much to spend on the chance of getting an extra power i want but wont necessarily need if i start the squad in ruins for 4+ cover. I decided to drop the screamers totally, i think i already have enough armour killing stuff in my list between the Laser destroyers, the soul grinder, the melta in the chimera, and the Knight (either one). Also i'm swapping out the Bloodthirster for a Great Unclean one ML3 (biomancy) + 2x Greater rewards. 4 of the greater rewards are survivabilty boots and if the thing rolls up Iron Arm or life leech it should be nigh unkillable without my opponent focusing at least an entire turn of every model in the army shooting at it. Plus i can always swap a bad greater reward for the Poison(4) instant death sword.

These changes leave me with 191 points to spend. But i'm not sure where to put them. Khorne Dogs would give me a very mobile tough unit with 10 coming in at 160 points. But i was also thinking of Adding a Hell Talon with the 6 shot TL rending auto cannons (115pts). Although the thing is AV10 and only 2 HP so even S4 would be a real issue. Anyway, what do you think i should spend my 191 points on?
 

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Warsmith
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Hell Tallons are great on paper, sure they are only AV 10 but, after 6 TL autocannon shots on another flyer, you should be able to down it. So its worth its points just for the turn it fly's on to the table.

Now Iam against only having a Lv 1 Sorcerer, because that's one less dice to get the powers off.. Sure you have the Greater Deamon as well.. but you have a power it wants to cast as well and on some turns you will be short of dice.
 

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Why does the errant stand out as the better choice to you? The more i think about it, the more i lean toward the castigator. In close combat the Castigators sweep attack automatically hits every model in base contact with the knight and thanks to Deflagrate generates an additional hit for each wound it does. I really like having a hard counter to an invisible deathstars since its a safe bet those things will rear their ugly head at a big tournament. Could you go more in depth about why the errant appeals to you?
Actually i was not thinking about invisible deathstars. However i do feel you lack a reliable antitank source such as a melta blast with decent range. In my experience, rapier laser do half the job against AV 13/14, meltavets are a filler and the cc daemons generally do not want to end in melee with vehicles due to the exposure on the next turn (vehicle goes boom and the MC is a sitting duck). Also, i don't think the castigator will ever make it into melee... a wise opponent will just shoot it to pieces (and it is not so hard at 1850. I'm thinking at Tau/eldar/necron/drop pod marines), while instead the errant will have at least a chance to shoot some shots and is no sluche either in melee. In the end, your meta and the tourney meta (which i ignore) will dictate the choice. But as a general rule i dislike melee super heavyes. When my ork friend bring the stompa, i laugh...:taunt:
 
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