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Made in us
Lead-Footed Trukkboy Driver





Hey everyone, so I have an upcoming 1850-point tournament and I wanted to get your thoughts on a list that I am contemplating. First, you should know that it is three two hour games, so I need to keep its model count reasonable. Second, I don't like power gaming, it is boring to me, but I do enjoy bringing armies that can compete and, most importantly, make it an interesting, unpredictable game. Third, we are permitted any number of formations, but everything (including CAD and allies) are 0-1. Super heavies are allowed, but no Forgeworld. No idea what the missions will be.
Formations
Mayhem Pack (5 Helbrutes) [Champion has 5+ invul. and I can select any crazed results]
2 w/ Multi-meltas, 2 w/ Plasma Cannons, 1 w/ Power Scourge (he will be the unit 'champion')
Helcult
2 units of 20 cultists, no upgrades, 1 Helbrute w/ Power Scourge

Daemon Primary CAD
Great Unclean One
2 greater rewards, 1 lesser reward, Mastery Level 2
Herald of Nurgle
Palanquin, lesser and greater reward, Psyker mastery level 2 and greater icon of fecundity (feel no pain)
15 Plaguebearers (Champion, lesser reward)
Nurglings
Soul Grinder (Mark of Nurgle, Phlegm Bombardment)
Soul Grinder (Mark of Nurgle, Phlegm Bombardment)

So, here is the plan. The entire army will be deployed as a mobile fortress. The fearless cultists will form an outer bubble shield in the front and the sides, followed by the plaguebearers. On one side, there will be the mayhem pack, and the last helbrute will be on the other side. In the middle, the Great Unclean One, and the Soul Grinders will bring up the rear. This deployment means that the plaguebearers, Daddy Nurgle, and the Soul Grinders will all have a 3+ cover save. The Great Unclean One will have a solid chance of rolling the one or two of the four defensive greater rewards (+1 W and It will not die, Feal No Pain 4+, Re-roll invulnerable saves, 3+ armor) with the other two upping his damage potential. The army's footprint is fairly large, meaning that it will be easier to keep drop pods at a distance. The nurglings are just there to objective grab.The idea is that the list has enough summoning potential to affect the game without being obnoxious or too difficult to manage within the time constraints. Obviously, against certain armies (Grey Knights...), I will be completely outmatched in casting. And, I don't want to feel dirty afterwards from all the (I have 100 horrors from my Fantasy days, so I could be an if I wanted to)

The plan is that the sturdiness of the core units will force my opponent to respond to me. Depending on the mission, the army will march towards the center of the board with the Soul Grinders and Helbrutes providing cover fire. The army is slow, although I can run with most of the units without losing offensive output, but summoned units will help. If I am against a heavy psyker build, I can (hopefully) cast Tzeetch heralds and/or horrors to boost my casting potential. The list will be strongest against drop pod marines (insulating the powerful units with fearless troops will help minimize the danger of melta weapons), Necrons (no defense against summoning lots of ap 3 bloodletters and daemonettes), and low model count Tau/Grey Knights (can tie up individual models with disposable, fearless units). It will struggle against high model count Tyranids, artillery based Guard, and Eldar, but I do not expect that I will see large numbers of them.

Anyways, I welcome your thoughts, feedback, etc. Let me know what ya think!

Active armies, still collecting and painting First and greatest love - Orks, Orks, and more Orks largest pile of shame, so many tanks unassembled most complete and painted beautiful models, couldn't resist the swarm will consume all
Armies in disrepair: nothing new since 5th edition oh how I want to revive, but mostly old fantasy demons and some glorious Soul Grinders in need of love 
   
Made in gb
Longtime Dakkanaut




Looks fun. I don't see enough warp charge to really make a dent on the summoning plan...

DFTT 
   
Made in us
Lead-Footed Trukkboy Driver





Captyn_Bob wrote:
Looks fun. I don't see enough warp charge to really make a dent on the summoning plan...


Yeah, it depends on the matchup. If I face an army with no psykers, I can summon 2 squads of horrors minimum and double my summoning potential in the next turn. But, the plan isn't really to overwhelm the enemy with summoning - 2 hour time limits make that kind of a lame approach - but enough to take objectives and add an element of unpredictability to get close enough to unleash the nastier things.

Active armies, still collecting and painting First and greatest love - Orks, Orks, and more Orks largest pile of shame, so many tanks unassembled most complete and painted beautiful models, couldn't resist the swarm will consume all
Armies in disrepair: nothing new since 5th edition oh how I want to revive, but mostly old fantasy demons and some glorious Soul Grinders in need of love 
   
Made in gb
Longtime Dakkanaut




Unless I'm missing something I only ser 4 base warp charge.. you'd be lucky to get 1 units of horrors a turn.. probably better spent on biomancy.

DFTT 
   
Made in us
Lead-Footed Trukkboy Driver





Captyn_Bob wrote:
Unless I'm missing something I only ser 4 base warp charge.. you'd be lucky to get 1 units of horrors a turn.. probably better spent on biomancy.


Ahh, yes, I was missing something. I thought it was warp charge 2 not 3. Hmm...well, I will just have to fit in another caster.

Active armies, still collecting and painting First and greatest love - Orks, Orks, and more Orks largest pile of shame, so many tanks unassembled most complete and painted beautiful models, couldn't resist the swarm will consume all
Armies in disrepair: nothing new since 5th edition oh how I want to revive, but mostly old fantasy demons and some glorious Soul Grinders in need of love 
   
Made in us
Regular Dakkanaut





Hunting with the 13th

You could use a bit of speed to offset the slow pod. The inclusion of Nurgle-marked spawn, or Plagues Drones, could take the heat off of some of your units.

And bringing up a mere technicality, but you mean "Murderpack,' not Mayhem pack.' Although, the Mayhem Pack (3 deepstriking brutes) could also be a good fit, hopefully popping in Turn 2 and providing enough of a distraction for the rest of your forces to plod up.

-----==---------==-----
 
   
Made in us
Lead-Footed Trukkboy Driver





So, just to give some feedback for anyone interested. I play tested this list with some alterations - another nurgle herald, lvl 2 psyker, upped the mastery level of the great unclean one, and added another unit of plague bearers and replaced the murder pack with the mayhem so that I could deepstrike the helbrutes. Basically, I marched towards the center of the board with the core of the army, leaving my two soul grinders on either side holding the flanks. The space marines moved to surround me, leaving their devestators and tanks unsupported. The helbrutes deepstriked behind their lines and distracted them long enough for my main force - which split in two - to sandwich the bulk of his army, which was cut to pieces. The heralds fully upgraded (it helped that one rolled the +1 wound and it will not die so he had 5 wounds!) performed spectacularly. The plaguebearers with 3+ cover save behind the fearless cultists, plus a 5++ and feel no pain made them superbly tough. The lack of speed was made up for by the helbrutes and the long range support provided by the soul grinders. Playing this list again, though, I will need to drop one herald of nurgle and plaguebearers squad for a tzeetch herald and unit of horrors for greater casting potential.

Active armies, still collecting and painting First and greatest love - Orks, Orks, and more Orks largest pile of shame, so many tanks unassembled most complete and painted beautiful models, couldn't resist the swarm will consume all
Armies in disrepair: nothing new since 5th edition oh how I want to revive, but mostly old fantasy demons and some glorious Soul Grinders in need of love 
   
 
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