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Made in us
Brainy Zoanthrope





Lucius

Sorceror
Mastery Level 3, MoS, Aura of Dark Glory (2 Slaaneshi Powers, 1 Biomancy)

6 Chosen
PLC/Axe/Maul/Fist, MoS, Icon of Excess

10 Noise Marines
9 Sonic Blasters, 9 CCW, Champ w/Sword and Doom Siren, Icon of Excess
Rhino

12 Noise Marines
9 Sonic Blasters, 11 CCW, 2 Blastmasters, Champ w/Sword, Icon of Excess

18 Cultists

Heldrake
Baleflamer

Forgefeind
Ecto/Ecto/Ecto

Land Raider
Dirge Caster

Defense Line
Quad Gun

Depending on the sorceror's powers, he will either join Lucius and the chosen to form a nasty little hammer unit in the LR, or he will join up with the 12 man NM unit and buff the sonic weaponry.

7th Back in Action!
6th 2000+
5th 2000+ retired
4th 2000+ retired
3rd 2000+ retired 
   
Made in au
Sword-Wielding Bloodletter of Khorne




Whats your plans for the cultists?
   
Made in us
Been Around the Block





The only good cultist is a fearless cultist. I don't agree with them in this list where they may only be anchored by the psyker. If they enter melee, and your opponent will make sure they do, they most likely will get run down even at the psyker's LD and he will go with them.

On dakka,I keep seeing large cultist mobs with no appropriate character to anchor in them in the list. My experience tells me this is a mistake, even as back field objective campers.

This message was edited 1 time. Last update was at 2013/01/18 21:53:16


 
   
Made in us
Fireknife Shas'el





United States

I disagree. It's points wasted simply to make cultists fearless, especially if they're just going to go to ground behind an ADL. If they were trying to cap forward objectives, maybe, but you need max cultist squads for that.
   
Made in us
Been Around the Block





 McNinja wrote:
I disagree. It's points wasted simply to make cultists fearless, especially if they're just going to go to ground behind an ADL. If they were trying to cap forward objectives, maybe, but you need max cultist squads for that.


Cultists typically lose melee badly, even with lots of attacks they struggle with MEQ. Without a feraless anchor, I have had several squads lose melee against MEQ and break, Thier low I score means they are often just wiped out at that point. This happens with even a decent LD anchor, as cultists die easily, and you lose the character too if he is not fearless.

A Lord or Apostle removes the cultists' greatest weakness, without it they may be worth the points spent but you cannot reliably score if you get pressured. I don't know about you, but I like being able to count on my scoring units. An unanchored cultist suqad will rarely take as many shots as it has bodies before it is driven off, even with a cover save. In melee, they get hosed by MEQ or multiple attacks.

Even behind an ADL they are still very likely to break and a max sized squad is marginal protection from their low leadership. Fearless is wasted points? Hardly.

Fearless maximies the low cost cultist's effectiveness for a minimal additional investment. IMO it's the single best thing you can do for them be it by Typhus, or by an HQ anchor.
   
Made in us
Pulsating Possessed Space Marine of Slaanesh





Florida, USA

Minor detail, but arent the noise marines only allowed a ccw OR a sonic blaster, not both?

----Warhammer 40,000----
10,000  
   
Made in us
Brainy Zoanthrope





 Aipoch wrote:
Minor detail, but arent the noise marines only allowed a ccw OR a sonic blaster, not both?


Hmm good point just looked at the entry, I have been playing it wrong since the codex came out it seems and this is the first time someone said something. Missed the "OR" after any noise marine may take a CCW.

Hell, I have even played in tourneys with SB and CCW on my NMs. Interesting.

I agree that the cultists without fearless is a weakness, however I don't think that for a backfield OBJ holder that 100+ points is well spent to make them fearless. If I was throwing them upfield in a max sized unit I would definitely add an Apostle to the unit and mark them. To be honest I have been struggling with their inclusion in the list and was thinking of pulling them and the ADL out and adding another unit of NMs instead.


7th Back in Action!
6th 2000+
5th 2000+ retired
4th 2000+ retired
3rd 2000+ retired 
   
Made in us
Been Around the Block





Ztryder wrote:
 Aipoch wrote:
Minor detail, but arent the noise marines only allowed a ccw OR a sonic blaster, not both?


Hmm good point just looked at the entry, I have been playing it wrong since the codex came out it seems and this is the first time someone said something. Missed the "OR" after any noise marine may take a CCW.

Hell, I have even played in tourneys with SB and CCW on my NMs. Interesting.

I agree that the cultists without fearless is a weakness, however I don't think that for a backfield OBJ holder that 100+ points is well spent to make them fearless. If I was throwing them upfield in a max sized unit I would definitely add an Apostle to the unit and mark them. To be honest I have been struggling with their inclusion in the list and was thinking of pulling them and the ADL out and adding another unit of NMs instead.



Most armies worth beating will have at least one mobile disruption, or scoring, unit. The idea of cultists as a backfield scoring unit who won't be harassed is at the best hopeful, or simply naive.
   
Made in us
Fireknife Shas'el





United States

Ztryder wrote:
 Aipoch wrote:
Minor detail, but arent the noise marines only allowed a ccw OR a sonic blaster, not both?


Hmm good point just looked at the entry, I have been playing it wrong since the codex came out it seems and this is the first time someone said something. Missed the "OR" after any noise marine may take a CCW.

Hell, I have even played in tourneys with SB and CCW on my NMs. Interesting.

I agree that the cultists without fearless is a weakness, however I don't think that for a backfield OBJ holder that 100+ points is well spent to make them fearless. If I was throwing them upfield in a max sized unit I would definitely add an Apostle to the unit and mark them. To be honest I have been struggling with their inclusion in the list and was thinking of pulling them and the ADL out and adding another unit of NMs instead.

Wrong. Read the Noise Marine entry again. Any NM may take a CCW for +1 ppm OR replace their bolter with a CCW for free. They may have a bolt pistol, a sonic blaster, and a CCW.

This message was edited 1 time. Last update was at 2013/01/19 05:36:00


 
   
Made in us
Chaos Space Marine dedicated to Slaanesh




 McNinja wrote:
Ztryder wrote:
 Aipoch wrote:
Minor detail, but arent the noise marines only allowed a ccw OR a sonic blaster, not both?


Hmm good point just looked at the entry, I have been playing it wrong since the codex came out it seems and this is the first time someone said something. Missed the "OR" after any noise marine may take a CCW.

Hell, I have even played in tourneys with SB and CCW on my NMs. Interesting.

I agree that the cultists without fearless is a weakness, however I don't think that for a backfield OBJ holder that 100+ points is well spent to make them fearless. If I was throwing them upfield in a max sized unit I would definitely add an Apostle to the unit and mark them. To be honest I have been struggling with their inclusion in the list and was thinking of pulling them and the ADL out and adding another unit of NMs instead.

Wrong. Read the Noise Marine entry again. Any NM may take a CCW for +1 ppm OR replace their bolter with a CCW for free. They may have a bolt pistol, a sonic blaster, and a CCW.


You're reading it wrong. "Any Noise Marine may take a Close Combat Weapon OR replace their Bolter with ONE of the following: A CCW OR A Sonic Blaster." You can't have both.

This message was edited 1 time. Last update was at 2013/01/19 05:48:45


 
   
Made in us
Brainy Zoanthrope





 SkinCarver wrote:
 McNinja wrote:
Ztryder wrote:
 Aipoch wrote:
Minor detail, but arent the noise marines only allowed a ccw OR a sonic blaster, not both?


Hmm good point just looked at the entry, I have been playing it wrong since the codex came out it seems and this is the first time someone said something. Missed the "OR" after any noise marine may take a CCW.

Hell, I have even played in tourneys with SB and CCW on my NMs. Interesting.

I agree that the cultists without fearless is a weakness, however I don't think that for a backfield OBJ holder that 100+ points is well spent to make them fearless. If I was throwing them upfield in a max sized unit I would definitely add an Apostle to the unit and mark them. To be honest I have been struggling with their inclusion in the list and was thinking of pulling them and the ADL out and adding another unit of NMs instead.

Wrong. Read the Noise Marine entry again. Any NM may take a CCW for +1 ppm OR replace their bolter with a CCW for free. They may have a bolt pistol, a sonic blaster, and a CCW.


You're reading it wrong. "Any Noise Marine may take a Close Combat Weapon OR replace their Bolter with ONE of the following: A CCW OR A Sonic Blaster." You can't have both.




It clearly says "Or one of the following" NMs can either have Bolter/BP/CCW, SB/BP, or just BP/CCW depending on points. Those are the three possible combinations.

Kind of sucks, as in the past 2 previous incarnations of the codex you could have NMs with both a SB and BP/CCW for the extra attack.

In any event, I have made some changes to the list:

Lord
MoS, Sigil, Gift of Mutation, Power Axe

Sorcerer
MoS, Mastery Level 3, Terminator Armor

Chosen (7)
Axe, Fist, PLC, MoS, Icon of Excess

Noise Marines (10)
7 Sonic Blasters, 2 Blast-masters, Champ w/ Wep, Icon of Excess

Noise Marines (10)
7 Sonic Blasters, 2 Blast-masters, Champ w/ Wep, Icon of Excess

Noise Marines (10)
9 BP/CCW, Champ w/ Wep and Doom Siren, Icon of Excess
Rhino

Helldrake
Baleflamer

Land Raider

Forgefeind
Ecto/Ecto/Ecto

Same deal with the sorcerer, the powers will determine where he goes

7th Back in Action!
6th 2000+
5th 2000+ retired
4th 2000+ retired
3rd 2000+ retired 
   
Made in au
Sword-Wielding Bloodletter of Khorne




I dont like the lord with his i6 striking at i1 with the axe and i dont really thing the GoM is really worth it.- Id think about giving him a psword and paxe and dropping the GoM if you can find 5 points somewhere else- keeping the extra attack but allowing him to choose the most appropriate i and ap to strike at.

Also imo VotlW is essential. Id prolly cut the sigl for a aura of 5++ if there arent any spare points.
   
Made in us
Brainy Zoanthrope





Good point on the axe, I like the axe/wep idea a lot to be honest, can easily scrounge up the points to make that happen.

VotLW, to me, is not really worth the points on cult marines compared to the non-fearless units out there. Even bearing in mind "leadership" and "morale" is different.

7th Back in Action!
6th 2000+
5th 2000+ retired
4th 2000+ retired
3rd 2000+ retired 
   
Made in se
Pulsating Possessed Space Marine of Slaanesh





Sweden

 SkinCarver wrote:
 McNinja wrote:
Ztryder wrote:
 Aipoch wrote:
Minor detail, but arent the noise marines only allowed a ccw OR a sonic blaster, not both?


Hmm good point just looked at the entry, I have been playing it wrong since the codex came out it seems and this is the first time someone said something. Missed the "OR" after any noise marine may take a CCW.

Hell, I have even played in tourneys with SB and CCW on my NMs. Interesting.

I agree that the cultists without fearless is a weakness, however I don't think that for a backfield OBJ holder that 100+ points is well spent to make them fearless. If I was throwing them upfield in a max sized unit I would definitely add an Apostle to the unit and mark them. To be honest I have been struggling with their inclusion in the list and was thinking of pulling them and the ADL out and adding another unit of NMs instead.

Wrong. Read the Noise Marine entry again. Any NM may take a CCW for +1 ppm OR replace their bolter with a CCW for free. They may have a bolt pistol, a sonic blaster, and a CCW.


You're reading it wrong. "Any Noise Marine may take a Close Combat Weapon OR replace their Bolter with ONE of the following: A CCW OR A Sonic Blaster." You can't have both.



Agreed. The codex says buy ccw OR one of: replace boltgun with ccw/buy sonic blaster as far as I can see? You cannot buy ccw AND sonic blaster. That would have been awesome though. Sonic blasters and still 2 attacks, mmmm.. Potential tourney winner. (but illegal)

Epic30k: IH, IW, Mechanicum, House Coldshroud, Legio Interfector
30k: EC, IW, AL
40k: Orks, EC/CSM
http://www.instagram.com/grimdarkgrimpast 
   
Made in au
Sword-Wielding Bloodletter of Khorne




I only ment votlw on the lord
   
Made in us
Brainy Zoanthrope





If it came down to Dirge Caster on the LR and VotLW on the lord, I think I would still stick with the Dirge Caster. Being able to prevent overwatch is well worth the 5 points.. especially if the unit is assaulting something with a Divination psyker in the unit (grey knights/blood angels/etc)

7th Back in Action!
6th 2000+
5th 2000+ retired
4th 2000+ retired
3rd 2000+ retired 
   
Made in us
Unrelenting Rubric Terminator of Tzeentch






In the Ring of Debris Around Uranus

I think Oblits would be points better spent that Forgefiend, I have had them too many times get destroyed by 1 pen and blowing up (esp since AP 2 adds +1 to chart and AP 1 adds +2)
If you want your Lord to be assaulty you could give him a Pfist and Lightning claws - that way you can choose between Initiative weapon at AP3 or I1 AP 2 weapon... I frequently run a Nurgle lorg on jump pack with sigil like this.

Armies
Eldar, Dark Eldar, Harlequins, Eldar Corsairs, Orks, Tyranids, Genestealer Cult, Chaos, Choas Space Marines, Tau, Sisters of Battle, Inquisition, Necrons, Space Marines, Space Wolves, Grey Knights, Imperial Knights, Dark Angels, Imperial Guard, Ad Mech, Knights, Skaven, Sylvaneth 
   
Made in us
Brainy Zoanthrope





I will probably go back and forth between the FF and a unit of Oblits.

Playing with and against FFs I really like what they bring to the table, especially the Tri-Ecto loadout.

Without the tri-ecto FF, I am severely lacking much ap2 shooting, the Oblits bring that too, but can only use plasma cannons every other turn.

7th Back in Action!
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5th 2000+ retired
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3rd 2000+ retired 
   
 
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