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Posted: Wed May 13, 2009 11:29 am
My Chaos Daemons list, that I've just started collecting. Here's my current list. Bloodthirster-Unholy Might, Death Strike, Blessings of the Blood God, Instrument of Chaos=300 pts. Herald of Khorne- Juggernaut, Unholy Might, Fury of Khorne, Death Strike, Blessings of the Blood God, Chaos Icon= 175 Elites I can take the Herald of Khorne and make him a Bloodcrusher, if need be, and he would cost 55 Points Troops. 2x10 Bloodletters-Fury of Khorne and Chaos Icon= 390/195 points each squad. 10 Daemonettes-Transfixing Gaze= 145
That equals 1010 Points exactly. Any suggestions?
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Posted: Wed May 13, 2009 12:47 pm
Nix the Death Strike upgrade. It's good, yes, but not worth it for the points that you could put into other things. Same on the Herald. That said, Unholy Might is a great upgrade. Actually, to be honest, Blessings of the Blood God won't be worth a ton. From what I've seen from the players in my area, people generally don't take psychic powers. At least, not many people do.
Pick up some Plaguebearers. Those guys will be your best friends for 1st Drop if you give them Icons, given that they have a -/5+ save and FNP. If you start leaning more toward a Nurgle army, make sure that you get Epidemius. The guy is soooooooo worth the points.
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Posted: Sat May 16, 2009 7:15 am
SetgTheiDe: Are you using the forth edition codex?
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Posted: Sat May 16, 2009 7:22 am
My 750 list against Chaos Marines (Note: I had Tau as my ally against 2 khorne armies) :
Captain with plasma pistol, powerfist, and digital weapons 150
Sternguard Veterans with one combi plasma and a sergeant powerfist 155
10 man Tactical Squad with Plasma Cannon, Plasma gun, and a Power Weapon 200
5 man Combat Squad with a power fist 115
Vindicator with extra armor 130
Total: 750
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Posted: Sat May 16, 2009 10:04 am
billsabob My 750 list against Chaos Marines (Note: I had Tau as my ally against 2 khorne armies) : Captain with plasma pistol, powerfist, and digital weapons 150 Drop some points here. Go for a simpler kit. Bolt/Plas Pistol and Power Weapon should do you nicely and save points. Quote: Sternguard Veterans with one combi plasma and a sergeant powerfist 155 They're a good choice, solid for points and give a lot of shooty power in this small scale. However, nix the Powerfist. These guys should be sitting back and raining hell with their Bolters, not running into combat. Quote: 10 man Tactical Squad with Plasma Cannon, Plasma gun, and a Power Weapon 200 I can understand the Plasma Cannon for nuking those enemy Marines, and the same on the Plasma Gun. Actually, broken into combat squads, this should do...decently. Just make sure that you fly before the storm and don't get locked into CC. Khornate CSM win fairly handily in CC. Quote: 5 man Combat Squad with a power fist 115 Not bad. Again, against Khornite CSM, you do not want to be in CC. They'll bury you before you know what's going on. Go for shooty. Quote: Vindicator with extra armor 130 I love Vindicators. Whenever I have the points, I include a Vindicator in my list. They can lay out a lot of death every turn, but be careful and make sure that you don't accidentally scatter some of that death onto yourself. Not bad, but you are way short on numbers. If Khornate CSM outnumber you, which isn't likely at this scale, you have problems. So, it's not a bad list, but remember that your place for this battle is not in CC. You need to kill as many of your enemies as you can while they're en route if you want to live through it, 'cause those Tau aren't gonna be of much, or any, help in CC for the match.
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Posted: Sat May 16, 2009 6:49 pm
Tau 1500
HQ – 149 Shas’O WS4 BS5 S5 T4 W4 I3 A4 Ld10 Sv3+ Plasma Rifle – 24” S6 AP2 Rapid Missile Pod – 36” S7 AP4 Assault 2 Fusion Blaster – 12” S8 AP1 Assault 1 Melta Hard-wired Multi-Tracker – Shoot 2 Battlesuit Weapons Hard-wired Drone Controller – Shield Drone WS2 BS2 S3 T4 W1 I4 A1 Ld0 Sv3+/4+ Stimulant Injector
Elite – 198 Crisis Battlesuit Team Leader WS2 BS4 S3 T4 W2 I3 A2 Ld8 Sv3+ Missile Pod – 36” S7 AP4 Assault 2 Plasma Rifle – 24” S6 AP2 Rapid Bonding Knife Hard-Wired Multi-Tracker Targeting Array
Crisis Battlesuit WS2 BS3 S3 T4 W2 I3 A2 Ld8 Sv3+ Plasma Rifle – 24” S6 AP2 Rapid Fusion Blaster – 12” S8 AP1 Assault 1 Melta Multi Tracker
Crisis Battlesuit WS2 BS3 S3 T4 W2 I3 A2 Ld8 Sv3+ Fusion Blaster – 12” S8 AP1 Assault 1 Melta Missile Pod – 36” S7 AP4 Assault 2 Multi-Tracker
Troop – 115 9x Fire Warriors WS2 BS3 S3 T3 W1 I2 A1 Ld7 Sv4+ Pulse Rifles – 30” S5 AP5 Rapid Shas’ui WS2 BS3 S3 T3 W1 I2 A2 Ld8 Sv4+ Pulse Rifle Bonding Knife
Troop – 115 9x Fire Warriors WS2 BS3 S3 T3 W1 I2 A1 Ld7 Sv4+ Pulse Rifles – 30” S5 AP5 Rapid Shas’ui WS2 BS3 S3 T3 W1 I2 A2 Ld8 Sv4+ Pulse Rifle Bonding Knife
Troop – 115 9x Fire Warriors WS2 BS3 S3 T3 W1 I2 A1 Ld7 Sv4+ Pulse Rifles – 30” S5 AP5 Rapid Shas’ui WS2 BS3 S3 T3 W1 I2 A2 Ld8 Sv4+ Pulse Rifle Bonding Knife
Troop – 115 9x Fire Warriors WS2 BS3 S3 T3 W1 I2 A1 Ld7 Sv4+ Pulse Rifles – 30” S5 AP5 Rapid Shas’ui WS2 BS3 S3 T3 W1 I2 A2 Ld8 Sv4+ Pulse Rifle Bonding Knife
Troop – 119 13x Kroot WS4 BS3 S4 T3 W1 I3 A1 Ld7 Sv- Kroot Rifle – 24” S4 AP6 Rapid, +1 Attack Shaper WS4 BS3 S4 T3 W3 I3 A3 Ld8 Sv6+ Kroot Rifle – 24” S4 AP6 Rapid, +1 Attack
Fast – 211 7x Pathfinders WS2 BS3 S3 T3 W1 I2 A1 Ld7 Sv4+ Pulse Carbines – 18” S5 AP5 Assault 1 Pinning Markerlights – 30” Heavy 1 Shas’ui WS2 BS3 S3 T3 W1 I2 A2 Ld8 Sv4+ Pulse Carbine – 18” S5 AP5 Assault 1 Pinning Markerlight Bonding Knife Devilfish BS3 AV12-11-10 Burst Cannon – 18” S5 AP5 Assault 3 Disruption Pod Landing Gear Marker Beacon (Units in view re-roll scatter dice when Deep Striking) 2xGun Drones WS2 BS2 S3 T3 W1 I4 A1 Ld0 Sv4+ TL Pulse Carbines – 18” S5 AP5 Assault 1 Pinning
Heavy – 195 Hammerhead Gunship BS4 AV13-12-10 Railgun – 72” S10 AP1 Heavy 1 / 72” S6 AP4 Heavy 1 Large Blast Smart Missile System – 24” S5 AP5 Heavy 4 Does not require LoS Disruption Pod Flechette Discharger Landing Gear Multi-Tracker Target Lock
Heavy – 170 Broadside Battlesuit Team Leader WS2 BS3 S5 T4 W2 I2 A2 Ld8 Sv2+ TL Railgun – 72” S10 AP1 Heavy 1 Smart Missile System – 24” S5 AP5 Heavy 4 Does not require LoS Advanced Stabilisation System (Slow and Purposeful) Bonding Knife
Broadside Battlesuit WS2 BS3 S5 T4 W2 I2 A2 Ld8 Sv2+ TL Railgun – 72” S10 AP1 Heavy 1 Smart Missile System – 24” S5 AP5 Heavy 4 Does not require LoS Advanced Stabilisation System (Slow and Purposeful)
Total – 1502 70 Models 11 Killpoints
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Posted: Mon May 18, 2009 1:46 am
Speed Freekz Mk II, NOW WITH LESS MODELS! <3
Warboss, Powerklaw, Warbike 125
Big Mek, Kustom Force Field, Burna, 'Eavy Armour, Bosspole 115
5 Bikernobz Powerklaw, Bosspole Kombi-skorcha Big choppa Dok 295
10 Boyz, Trukk, Wreckin' ball, Nob, Powerklaw, Bosspole, Rokkit Launcha 155
2 Deffkoptas, 1Buzzsaw 95
Buggy 30
Battlewagon, plates, 'ard case, killkannon 180
Total Points: 1000 Models in total: 22 Killpoints: 7
Am I insane? DAMN STRIGHT I AM! I don't have many hopes on the list in the tournament, but I'll have fun atleast.
This list might be low in numbers, but against most lists I've played against with it it's been doing well, maybe not on holding objectives (apart from the one where you have one in your deployment zone and the opponent have one in his), though killpoints have been easy due to my bikernobz, and the BW and Trukk have manages to do pretty well too (and often actually survives due to the KFF).
The strength with the list is that my enemy will have to decide on what he needs to take out first (most people go for the nobz at first, but they mostly regret when they have wastes about all their force's firepower on one unit to take out 1-2~ish nobz).
I don't know why I took a buggy though... It's an easy givaway killpoint for the enemy, but I like the conversion I made, pretty much the reason why I wanna use it. wink
During the first test-runs without the 2nd trukk mob I swapped the trukk for my sculpted warboss, he proved to be a nice 'ead smashing addition to the force, but the unit that was supposed to protect him went out quickly from enemy fire when they got out from the trukk, so he got swapped for my newest big mek instead, which proved to be almost as dangerous in combat.
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Posted: Tue May 19, 2009 6:07 pm
Caleidah billsabob My 750 list against Chaos Marines (Note: I had Tau as my ally against 2 khorne armies) : Captain with plasma pistol, powerfist, and digital weapons 150 Drop some points here. Go for a simpler kit. Bolt/Plas Pistol and Power Weapon should do you nicely and save points. Quote: Sternguard Veterans with one combi plasma and a sergeant powerfist 155 They're a good choice, solid for points and give a lot of shooty power in this small scale. However, nix the Powerfist. These guys should be sitting back and raining hell with their Bolters, not running into combat. Quote: 10 man Tactical Squad with Plasma Cannon, Plasma gun, and a Power Weapon 200 I can understand the Plasma Cannon for nuking those enemy Marines, and the same on the Plasma Gun. Actually, broken into combat squads, this should do...decently. Just make sure that you fly before the storm and don't get locked into CC. Khornate CSM win fairly handily in CC. Quote: 5 man Combat Squad with a power fist 115 Not bad. Again, against Khornite CSM, you do not want to be in CC. They'll bury you before you know what's going on. Go for shooty. Quote: Vindicator with extra armor 130 I love Vindicators. Whenever I have the points, I include a Vindicator in my list. They can lay out a lot of death every turn, but be careful and make sure that you don't accidentally scatter some of that death onto yourself. Not bad, but you are way short on numbers. If Khornate CSM outnumber you, which isn't likely at this scale, you have problems. So, it's not a bad list, but remember that your place for this battle is not in CC. You need to kill as many of your enemies as you can while they're en route if you want to live through it, 'cause those Tau aren't gonna be of much, or any, help in CC for the match. The reason I used the close combat gear was to avoid being raped when they got close, I wanted to give my Tau allies some hope, so if I had to, I would occupy the some of the khorne as they came in, but as it turned out, we popped 2 rhinos first turn and had one players army fully wiped by turn 3 (He wasnt that good, took Kharn and like 19 berzerkers and put them in rhinos, really bad...)
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Posted: Tue May 19, 2009 8:11 pm
billsabob The reason I used the close combat gear was to avoid being raped when they got close, I wanted to give my Tau allies some hope, so if I had to, I would occupy the some of the khorne as they came in, but as it turned out, we popped 2 rhinos first turn and had one players army fully wiped by turn 3 (He wasnt that good, took Kharn and like 19 berzerkers and put them in rhinos, really bad...) Well, if you ever use this list again, I'll tell you something my space marine playing friend learned the hard way against a single squad of Berzerkers. That power fist won't do s**t when the entire unit dies from only a third of the attacks that hit and wound. Furious Charge is just horrible to get lost into if you're on the receiving end, so shooting and running away is your best bet. I gotta say, though. Two Khorne armies? They made a mistake from the start. One of them should have been either Thousand Sons or Plague Marines biggrin
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Posted: Tue May 19, 2009 8:19 pm
Necro Fusion billsabob The reason I used the close combat gear was to avoid being raped when they got close, I wanted to give my Tau allies some hope, so if I had to, I would occupy the some of the khorne as they came in, but as it turned out, we popped 2 rhinos first turn and had one players army fully wiped by turn 3 (He wasnt that good, took Kharn and like 19 berzerkers and put them in rhinos, really bad...) Well, if you ever use this list again, I'll tell you something my space marine playing friend learned the hard way against a single squad of Berzerkers. That power fist won't do s**t when the entire unit dies from only a third of the attacks that hit and wound. Furious Charge is just horrible to get lost into if you're on the receiving end, so shooting and running away is your best bet. I gotta say, though. Two Khorne armies? They made a mistake from the start. One of them should have been either Thousand Sons or Plague Marines biggrin I agree, both are pretty much noobs, I mean, for god sakes, one of the guys (The one who isnt actually my friend) took Kharn! in a 750 game, he had 2 things on the board at the beginning of the game, 2 rhinos... after that it was easy cleanup =/, but I see what you are saying, especially since my friend likes to mass his berzerkers into groups of 20... which is bull crap, with kill points, it makes it so hard to beat him, its not fair.
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Posted: Wed May 20, 2009 1:50 am
Necro Fusion Two Khorne armies? They made a mistake from the start. One of them should have been either Thousand Sons or Plague Marines biggrin Though I do see the double-Khorne list as a tactical advantage at some points... Sure, they lack shooting power, but Khorne armies have like you said, furious assault, that's 4 S5 I5 attacks per model on a charge, and that's pretty ******** devastating if you ask me... I go rampage with just 5-10 orks when I finally get to my enemy, and that's just 3/4 S4 I3 attacks on the charge... And those have brought me to victory several times! If used right of course this kind of double-list is devastating, Khorne armies should go for all footslogging armies with cheap HQ's since their strength lies within the zerks, depending on the enemy of course, but if they use 20 man strong units they're bound to be alive to kick a** in the assault phase. The thing about using Khorne and Nurgle (or Tzeentch) in a combo is that most people will just ignore the plague marines since they have more of a defensive role in the game than an offensive like the zerks, and any sane person would direct most of their fire on the zerks since they'd be able to chop up your ladz in a nick! So the tactical advantage that the khorne players would have is that the enemy will have to decide on which units to fire at, since all of them will most probably run towards you to chop you up good as an ork would say. The way to counter a Khorne list of course is to go all shooty against them, like I say myself when it comes to the orks, chop the shooty and shoot the choppy. Also giving that the Khorne player use 15-20 man strong units he won't have many killpoints in the list either which makes it more fun (for the Chaos side anyways), and they can double-charge your units so there will be multiple combats (always makes my day with my bikernobz and trukkboyz).
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Posted: Wed May 20, 2009 1:37 pm
@billsabob: Well, that's actually the main strategy for Zerks, as Shinobi said. It's basically lol I get moar points in the end. But that's when you take out the blast templates.
@Shinobi: Yeah, there certainly is an advantage with using an all Zerk army, I'm not denying that. biggrin I just prefer to have all my bases covered, or at least as many as I can. When I run a Thousand Son/Bezerker army, which I do most of the time, I push the Thousand Sons up while my Zerks flank. It does wonders, even against the HQs, and since I summon Daemons with the Zerks... Well, s**t, I have a wall of flesh protecting my Bezerkers now, too!
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Posted: Wed May 20, 2009 5:19 pm
billsabob Necro Fusion billsabob The reason I used the close combat gear was to avoid being raped when they got close, I wanted to give my Tau allies some hope, so if I had to, I would occupy the some of the khorne as they came in, but as it turned out, we popped 2 rhinos first turn and had one players army fully wiped by turn 3 (He wasnt that good, took Kharn and like 19 berzerkers and put them in rhinos, really bad...) Well, if you ever use this list again, I'll tell you something my space marine playing friend learned the hard way against a single squad of Berzerkers. That power fist won't do s**t when the entire unit dies from only a third of the attacks that hit and wound. Furious Charge is just horrible to get lost into if you're on the receiving end, so shooting and running away is your best bet. I gotta say, though. Two Khorne armies? They made a mistake from the start. One of them should have been either Thousand Sons or Plague Marines biggrin I agree, both are pretty much noobs, I mean, for god sakes, one of the guys (The one who isnt actually my friend) took Kharn! in a 750 game, he had 2 things on the board at the beginning of the game, 2 rhinos... after that it was easy cleanup =/, but I see what you are saying, especially since my friend likes to mass his berzerkers into groups of 20... which is bull crap, with kill points, it makes it so hard to beat him, its not fair. You'll find most games using kill-points are wildly unfair. wink
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Posted: Thu May 21, 2009 9:10 am
Unfair is a badly chosen word DE, when a person is making a list they should concider all kinds of scenarios, saying that it's unfair just implies that you just can't handle those kind of scenarios properly, which leads to that you need to know your list(s) better.
The current rulebook scenarios are the most fair scenarios ever, everyone around here and the other forums I stick to highly agrees, why do you lot always have something against just killpoints? neutral
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Posted: Thu May 21, 2009 4:19 pm
Shinobi_8745 Unfair is a badly chosen word DE, when a person is making a list they should concider all kinds of scenarios, saying that it's unfair just implies that you just can't handle those kind of scenarios properly, which leads to that you need to know your list(s) better. The current rulebook scenarios are the most fair scenarios ever, everyone around here and the other forums I stick to highly agrees, why do you lot always have something against just killpoints? neutral How do you consider 400+ points of Terminators to have the same strategic value as a 60-point Guardsmen squad and call it fair when judging the results as such?
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