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Made in us
Slaanesh Chosen Marine Riding a Fiend





Gurnee, IL

 Rydria wrote:
Anyone else feel that sonic blasters should go down to 1/2pts from 4pts ? They felt fine before the bolter drill, but now they just feel awfully over costed.


Well, they are still assault, and ignore cover....er...nope. They're no longer worth 4 pts. If you could take them on Terminators or Chosen instead Comb-bolters? They either need to come down to 2 pts. Or they need something: +1S, or AP-1. Maybe AP-4 on a 6+ to wound.

"Fear the cute ones." 
   
Made in us
Morphing Obliterator




The Void

 Rydria wrote:
Anyone else feel that sonic blasters should go down to 1/2pts from 4pts ? They felt fine before the bolter drill, but now they just feel awfully over costed.


2 pts gives you a combi-bolter with 2/4 shots at 24", depending on if you moved. Sonic blaster is 3 shots at 24" regardless of if you moved and ignore cover, and can advance and shoot (like anybody ever does!). So 2-3 points is about right compared to the combi-bolter. But that makes an SB noise marine ~17 pts instead of the current 19. They aren't worth using at 19, and they still won't be worth using at 17. This is because the problem isn't so much the cost of the weapon, it's the cost of the overall unit for what it does. 16pt combi-bolter chosen aren't worth using either.

There are two problems:
1) Bolters and similar weapons are bad because they went from Str4 ap5 to Str4 ap0. Most other factions Str4 ap5 weapons got a special rule or point of AP or something (shuriken, gauss, etc). Bolter just got flat out nerfed for no reason going into 8th. 3 str4 ap 0 shots doesn't kill anything. You could have the sonic blaster be free, and they still aren't worth using because you're still paying 15pts for the noise marine. Maybe for 10pts 3 s4ap0 shots would be worth considering.

2) Marines themselves aren't good. You're paying 15pts for relatively bad durability, and a bunch of that is going to a second attack that doesn't help much as it's not enough to kill much, and also not enough to stand up to real CC units (unlike in the past.)

Marines need to get more durable, and bolters and equivalent weapons need to get better. If Sonic Blaster was ap-1 it'd be nearly worth using. if it was ap-1 and marines had 2 wounds or 2+ armor or ignored a point of AP or something, then suddenly the sonic blaster noise marine is decent like it was in 5th. And if that happens, it'll probably be decent even at its current cost.

Always 1 on the crazed roll. 
   
Made in us
Longtime Dakkanaut




 Rydria wrote:
Anyone else feel that sonic blasters should go down to 1/2pts from 4pts ? They felt fine before the bolter drill, but now they just feel awfully over costed.

I don't know if half price is needed but yes they just dont seem to be worth what they were before. One could argue you dont need to upgrade them to noise blasters and they can keep bolters but thats not really a slaanesh thing to do.
   
Made in us
Slaanesh Chosen Marine Riding a Fiend





Gurnee, IL

 Drudge Dreadnought wrote:
 Rydria wrote:
Anyone else feel that sonic blasters should go down to 1/2pts from 4pts ? They felt fine before the bolter drill, but now they just feel awfully over costed.


2 pts gives you a combi-bolter with 2/4 shots at 24", depending on if you moved. Sonic blaster is 3 shots at 24" regardless of if you moved and ignore cover, and can advance and shoot (like anybody ever does!). So 2-3 points is about right compared to the combi-bolter. But that makes an SB noise marine ~17 pts instead of the current 19. They aren't worth using at 19, and they still won't be worth using at 17. This is because the problem isn't so much the cost of the weapon, it's the cost of the overall unit for what it does. 16pt combi-bolter chosen aren't worth using either.

There are two problems:
1) Bolters and similar weapons are bad because they went from Str4 ap5 to Str4 ap0. Most other factions Str4 ap5 weapons got a special rule or point of AP or something (shuriken, gauss, etc). Bolter just got flat out nerfed for no reason going into 8th. 3 str4 ap 0 shots doesn't kill anything. You could have the sonic blaster be free, and they still aren't worth using because you're still paying 15pts for the noise marine. Maybe for 10pts 3 s4ap0 shots would be worth considering.

2) Marines themselves aren't good. You're paying 15pts for relatively bad durability, and a bunch of that is going to a second attack that doesn't help much as it's not enough to kill much, and also not enough to stand up to real CC units (unlike in the past.)

Marines need to get more durable, and bolters and equivalent weapons need to get better. If Sonic Blaster was ap-1 it'd be nearly worth using. if it was ap-1 and marines had 2 wounds or 2+ armor or ignored a point of AP or something, then suddenly the sonic blaster noise marine is decent like it was in 5th. And if that happens, it'll probably be decent even at its current cost.


This is all true but its not something likely to be addressed this edition. Unless, Emperor's Children actually get a codex in the 8th the best we can really hope for is a price drop in Chapter Approved. But, I would happily field Noise Marines armed with Sonic Blasters for 16 pts; as that would still save 30 pts per ten man squad.

"Fear the cute ones." 
   
Made in us
Morphing Obliterator




The Void

 Sersi wrote:
 Drudge Dreadnought wrote:
 Rydria wrote:
Anyone else feel that sonic blasters should go down to 1/2pts from 4pts ? They felt fine before the bolter drill, but now they just feel awfully over costed.


2 pts gives you a combi-bolter with 2/4 shots at 24", depending on if you moved. Sonic blaster is 3 shots at 24" regardless of if you moved and ignore cover, and can advance and shoot (like anybody ever does!). So 2-3 points is about right compared to the combi-bolter. But that makes an SB noise marine ~17 pts instead of the current 19. They aren't worth using at 19, and they still won't be worth using at 17. This is because the problem isn't so much the cost of the weapon, it's the cost of the overall unit for what it does. 16pt combi-bolter chosen aren't worth using either.

There are two problems:
1) Bolters and similar weapons are bad because they went from Str4 ap5 to Str4 ap0. Most other factions Str4 ap5 weapons got a special rule or point of AP or something (shuriken, gauss, etc). Bolter just got flat out nerfed for no reason going into 8th. 3 str4 ap 0 shots doesn't kill anything. You could have the sonic blaster be free, and they still aren't worth using because you're still paying 15pts for the noise marine. Maybe for 10pts 3 s4ap0 shots would be worth considering.

2) Marines themselves aren't good. You're paying 15pts for relatively bad durability, and a bunch of that is going to a second attack that doesn't help much as it's not enough to kill much, and also not enough to stand up to real CC units (unlike in the past.)

Marines need to get more durable, and bolters and equivalent weapons need to get better. If Sonic Blaster was ap-1 it'd be nearly worth using. if it was ap-1 and marines had 2 wounds or 2+ armor or ignored a point of AP or something, then suddenly the sonic blaster noise marine is decent like it was in 5th. And if that happens, it'll probably be decent even at its current cost.


This is all true but its not something likely to be addressed this edition. Unless, Emperor's Children actually get a codex in the 8th the best we can really hope for is a price drop in Chapter Approved. But, I would happily field Noise Marines armed with Sonic Blasters for 16 pts; as that would still save 30 pts per ten man squad.


I think the Beta Bolter rule shows that GW realizes there's a problem with standard marine infantry. I think if we push them hard enough we may also get a Beta Power Armor rule, and perhaps a beta chainsword rule! Although I will totally take points drops, as it's better than nothing. But it's not really the proper solution. GW needs to realize that a large portion of their range isn't selling because of rules issues that can be fixed with a few lines of text and let their desire for money handle the rest.

(Note that I'm not asking for marine infantry to be overpowered, just usable. Kind of like it was in 5th. You were forced to use tacs/csm then, and they weren't always optimal. But they were decent, useful units that could achieve things. That's what I'd like to see again.)

Always 1 on the crazed roll. 
   
Made in us
Longtime Dakkanaut




I dont know, my marines have been doing pretty good the last month or so that i have been playing them in mass. I have found if you keep them hugging cover as much as possible, popping out into the open only when they are forced to deal with an incoming threat, they are pretty good.

The biggest issue is there has been an unintended unit swap from previous editions to this one. Back in 4th a marine player didnt have to be exactly smart in their tactical maneuvers, your armor would protect you. But if you were someone like guard or eldar you couldn't afford to just throw your units away with a bad tactical plan.

Flip the script now and marines need to be more cautious while guard dont care because their units are so cheap vs ours. I love dropping 40 marines down on the table, but ita 262 pts for my squad of 20 and 163 for my 2 squads of 10 the way i run them. For that cost as a guard player i could almost have an entire brigade!

So yeah, cost is still a major factor in keeping marines down.
   
Made in us
Morphing Obliterator




The Void

Azuza001 wrote:
I dont know, my marines have been doing pretty good the last month or so that i have been playing them in mass. I have found if you keep them hugging cover as much as possible, popping out into the open only when they are forced to deal with an incoming threat, they are pretty good.

The biggest issue is there has been an unintended unit swap from previous editions to this one. Back in 4th a marine player didnt have to be exactly smart in their tactical maneuvers, your armor would protect you. But if you were someone like guard or eldar you couldn't afford to just throw your units away with a bad tactical plan.

Flip the script now and marines need to be more cautious while guard dont care because their units are so cheap vs ours. I love dropping 40 marines down on the table, but ita 262 pts for my squad of 20 and 163 for my 2 squads of 10 the way i run them. For that cost as a guard player i could almost have an entire brigade!

So yeah, cost is still a major factor in keeping marines down.


Yup. You have to play more carefully because the unit is not as efficient for its points. If the guard player also plays very carefully, you'll be in big trouble! Making marines cheaper does fix this of course. 10pt tacs or CSM would be good. But then they wouldn't feel like marines anymore. So I'd much rather see them get buffed up instead.

Always 1 on the crazed roll. 
   
Made in gb
Huge Hierodule






Nottingham (yay!)

(Re FH blenderlord)

Eldenfirefly wrote:
I am just not comfortable exposing my warlord to such danger. Because most likely he will be charging the biggest baddest stuff around with that kind of build. I am also not sure what else to use flawless host on. Host Raptorial? Their trait is meant for melee.


Worth noting that Host Raptorial can have your Warlord in it with the Chapter trait, and also another Chaos Lord in the same Host can Field Commander to give your killer a pretty good shot at ramming the Murder Sword right down some prey’s throat


Automatically Appended Next Post:
 Drudge Dreadnought wrote:
Azuza001 wrote:
I dont know, my marines have been doing pretty good the last month or so that i have been playing them in mass. I have found if you keep them hugging cover as much as possible, popping out into the open only when they are forced to deal with an incoming threat, they are pretty good.

The biggest issue is there has been an unintended unit swap from previous editions to this one. Back in 4th a marine player didnt have to be exactly smart in their tactical maneuvers, your armor would protect you. But if you were someone like guard or eldar you couldn't afford to just throw your units away with a bad tactical plan.

Flip the script now and marines need to be more cautious while guard dont care because their units are so cheap vs ours. I love dropping 40 marines down on the table, but ita 262 pts for my squad of 20 and 163 for my 2 squads of 10 the way i run them. For that cost as a guard player i could almost have an entire brigade!

So yeah, cost is still a major factor in keeping marines down.


Yup. You have to play more carefully because the unit is not as efficient for its points. If the guard player also plays very carefully, you'll be in big trouble! Making marines cheaper does fix this of course. 10pt tacs or CSM would be good. But then they wouldn't feel like marines anymore. So I'd much rather see them get buffed up instead.


I can’t help but feel like Marines should have got 2W and Primaris, Terminators, and Possessed should have got 3W. Though this would (1) make Primaris feel nowhere near as new and shiny, and (2) probably require tanks and knights have significantly more Wounds themselves to feel tough and survive the Autocannon-rich environment it would encourage

This message was edited 1 time. Last update was at 2019/04/09 02:46:56


   
Made in sg
Longtime Dakkanaut





I am kinda surprised that up till now, there hasn't been much discussion on world eaters or berserkers. I mean, zerkers are still our best melee unit. Chaos soup with zerkers or WE probably got better. Even pure WE got better too, given all the new stuff we have been given.
   
Made in us
Fresh-Faced New User




looking to ask list-builders here.
any chance to make a 60 man (3x20) horde of possessed workable?
   
Made in sg
Longtime Dakkanaut





30coins wrote:
looking to ask list-builders here.
any chance to make a 60 man (3x20) horde of possessed workable?


Make them alpha legion so they all get -1 to hit. Then make them part of daemonkin ritualist specialist detachment. Throw in one to three greater possessed to buff their strength, throw in a master of possession to cast cursed earth and stuff.

Then give all 3 horde different marks (one slanaash, one nurgle and one tzeenth). Now bring 3 sorcerors. One will cast delightful agonies, one will cast miasma of pestilence, one will cast weaver of fates. So now, your nurgle possessed is -2 to hit, 4++, your tzeenth possessed are -1 to hit, 3++, your slanaash possessed is -1 tp hit, 4++, 5+ FNP.

Run up the board with these 60 possessed, tank everything the opponent can throw at you, and then charge into glorious combat to maim, kill and burn!

(By the way, if you want to burn through all your command points. use forward operatives on all 3 horde and your master of possession and your greater possessed. Then your whole army is essentially in your opponent's face turn 1.).

Sample sort of list:

Red corsairs batallion:

HQ: 1 nurgle sorceror, 1 slanaash sorceror
Troops: 3 min squads of CSM. (hold back objectives, protect your sorcerors).

Alpha Legion Vanguard detachment

HQ: 1 MOP, 1 tzeentch sorceror

Elites: 3 hordes of 20 possessed, 3 greater possessed (nurgle, slanaash, tzeentch).

Total CP: 12 CP - Daemonkin Ritualist - warlord trait shepherd of true faith = 10 CP.


This message was edited 3 times. Last update was at 2019/04/09 07:29:09


 
   
Made in de
Hellacious Havoc




The Realm of Hungry Ghosts

 lindsay40k wrote:


Scanning through rules, though, this does raise an issue. If you’re using the Renegades rules from Codex CSM, then you have access to the non-LEGION Relics with any Renegade unnamed character. BUT:

Vigilus Ablaze p196 wrote:If your army is led by a Chaos Space Marine Warlord, you may give the appropriate Renegade Artefact from page 200 to a RED CORSAIRS, CRIMSON SLAUGHTER, PURGE, SCOURGED, BRAZEN BEASTS or FLAWLESS HOST CHARACTER from your army, instead of those presented in Codex: Chaos Space Marines.


That’s actually kind of sloppy grammar. A rules lawyer could make a case that you can’t take Codex CSM Relics on the above Renegade Chapters.

Probably an idea to inbox FAQs before the initial document goes live.


Just noticed that this is how BattleScribe treats it at the moment
I'm trying out ideas and wanted a Flawless Host Slaanesh GP with intoxicating elixir and ultimate confidence as my warlord, but BattleScribe won't let me give him (it?) the relic. I was thinking of sticking 2xGP and a Sorc (Diabolic Strength + Prescience) in a Rhino with some Noise Marines to make a kind of party bus.
The GP Warlord would end up (if things work out) at 7A S8 AP-2 D3 damage with every 5+ generating 3 extra attacks. For 1 CP you get to re-roll all attack rolls that are 4 or lower. On average against non-Imperium T7 3+ you're looking at something like 12 unsaved wounds (the math wizards could work it out in greater detail, I'm guestimating).
And of course, this doesn't take into account the Noise Marines' sonic blasters and melee attacks, the other GP or the Sorc.
Of course, the whole party eats up around 450 or so points...

This message was edited 1 time. Last update was at 2019/04/09 08:12:13


Bharring wrote:
At worst, you'll spend all your time and money on a hobby you don't enjoy, hate everything you're doing, and drive no value out of what should be the best times of your life.
 
   
Made in sg
Longtime Dakkanaut





Hmmm, if you are using a party bus, I think slanaash chosen are probably better than noise marines. since you are probably going to get out of the Rhino into rapid fire range. 4 shots from combi bolters will be better than 3 from sonic weapons. Also, chosen probably fight better than Noise marines with sonic weapons. You can equip some of the chosen with chain axes for just 1 point and now they suddenly have +1 str and -1 AP.
   
Made in de
Hellacious Havoc




The Realm of Hungry Ghosts

Eldenfirefly wrote:
Hmmm, if you are using a party bus, I think slanaash chosen are probably better than noise marines. since you are probably going to get out of the Rhino into rapid fire range. 4 shots from combi bolters will be better than 3 from sonic weapons. Also, chosen probably fight better than Noise marines with sonic weapons. You can equip some of the chosen with chain axes for just 1 point and now they suddenly have +1 str and -1 AP.


Oh yeah! I still had the Noise Marines in there because my previous idea was to use Red Corsairs for the advance+charge, a setup I'll be using in a tournament this weekend (1000pts Patrol only, I want the CP).
I still need to model those combi-bolter Chosen...

Bharring wrote:
At worst, you'll spend all your time and money on a hobby you don't enjoy, hate everything you're doing, and drive no value out of what should be the best times of your life.
 
   
Made in se
Ferocious Black Templar Castellan






Sweden

Might have missed it somewhere, but how about a WE Jump Lord in a Host Raptorial with the warlord trait and a Thunder Hammer? Between the Legion Trait, VotLW and the fight twice stratagem that's 10 attacks with a +1 to wound Thunder Hammer. Talisman of Burning Blood gives you rerolls to charge as well. We'll call him Slamgron.

If you feel like putting even more eggs in your angry basket, you could run a second Jump Pack Lord and have him have the Host Raptorial trait, deep strike both the Lords near each other and have Slamgron take Hatred Incarnate instead to get wound rerolls on 1s as well.

For thirteen years I had a dog with fur the darkest black. For thirteen years he was my friend, oh how I want him back. 
   
Made in ch
The Dread Evil Lord Varlak





 AlmightyWalrus wrote:
Might have missed it somewhere, but how about a WE Jump Lord in a Host Raptorial with the warlord trait and a Thunder Hammer? Between the Legion Trait, VotLW and the fight twice stratagem that's 10 attacks with a +1 to wound Thunder Hammer. Talisman of Burning Blood gives you rerolls to charge as well. We'll call him Slamgron.

If you feel like putting even more eggs in your angry basket, you could run a second Jump Pack Lord and have him have the Host Raptorial trait, deep strike both the Lords near each other and have Slamgron take Hatred Incarnate instead to get wound rerolls on 1s as well.


Oh god more suicide rocketpowered maniacs.

https://www.dakkadakka.com/dakkaforum/posts/list/0/766717.page
A Mostly Renegades and Heretics blog.
GW:"Space marines got too many options to balance, therefore we decided to legends HH units."
Players: "why?!? Now we finally got decent plastic kits and you cut them?"
Chaos marines players: "Since when are Daemonengines 30k models and why do i have NO droppods now?"
GW" MONEY.... erm i meant TOO MANY OPTIONS (to resell your army to you again by disalowing former units)! Do you want specific tyranid fighiting Primaris? Even a new sabotage lieutnant!"
Chaos players: Guess i stop playing or go to HH.  
   
Made in de
Hellacious Havoc




The Realm of Hungry Ghosts

Eldenfirefly wrote:
Hmmm, if you are using a party bus, I think slanaash chosen are probably better than noise marines. since you are probably going to get out of the Rhino into rapid fire range. 4 shots from combi bolters will be better than 3 from sonic weapons. Also, chosen probably fight better than Noise marines with sonic weapons. You can equip some of the chosen with chain axes for just 1 point and now they suddenly have +1 str and -1 AP.


I think I might even throw fluff out of the window and put some Zerkers in the bus. Flawless Host + Berzerkers sounds like a marriage made in heaventhe Eye of Terror.

Bharring wrote:
At worst, you'll spend all your time and money on a hobby you don't enjoy, hate everything you're doing, and drive no value out of what should be the best times of your life.
 
   
Made in us
Pyro Pilot of a Triach Stalker





The Eternity Gate

I'm actually liking the new executioner with the MoS and intoxicating elixir giving him 6 str.10 attacks hitting on 2s. Need a second cheap HQ after Huron and it can go with berserkers in a rhino for a nasty unit.

01001000 01100001 01101001 01101100 00100000 01101111 01110101 01110010 00100000 01001110 01100101 01100011 01110010 01101111 01101110 00100000 01101111 01110110 01100101 01110010 01101100 01101111 01110010 01100100 01110011 00100001  
   
Made in gb
Huge Hierodule






Nottingham (yay!)

There might be things to be said for taking the Soulforged Pack WT on a Warpsmith. Snipers notwithstanding, that guarantees that your Maulerfiend rush gets +2M on the first turn. If you’ve got a Gnarlmaw or Slaaneshi Daemons, they’re advancing and charging. One of them rolls high for Advance, they’re going to charge anything set up on the line, and Warptime can get the other one in. If the Warpsmith rolls high on an Advance, they could enable an Advance on the WT as well.

It’s a safer basket for it than a LD.

   
Made in se
Ferocious Black Templar Castellan






Sweden

Not Online!!! wrote:
 AlmightyWalrus wrote:
Might have missed it somewhere, but how about a WE Jump Lord in a Host Raptorial with the warlord trait and a Thunder Hammer? Between the Legion Trait, VotLW and the fight twice stratagem that's 10 attacks with a +1 to wound Thunder Hammer. Talisman of Burning Blood gives you rerolls to charge as well. We'll call him Slamgron.

If you feel like putting even more eggs in your angry basket, you could run a second Jump Pack Lord and have him have the Host Raptorial trait, deep strike both the Lords near each other and have Slamgron take Hatred Incarnate instead to get wound rerolls on 1s as well.


Oh god more suicide rocketpowered maniacs.


At least for a World Eater it's in-character, eh?

For thirteen years I had a dog with fur the darkest black. For thirteen years he was my friend, oh how I want him back. 
   
Made in gb
Khorne Chosen Marine Riding a Juggernaut





UK

lol talking of beta bolter rules, if you take the Fallen detachment thing from vigilis they can't use it as it removes their heretic astates keyword XD

 
   
Made in us
Longtime Dakkanaut




Listen, when it comes to fallen Gw should just admit their rules are all sorts of raw broken. First it was no vehicle transport. Then it was the sorcerer loses heritc astarties so half his spells are worthless. Now this. Lol.

Just play fallen as choosen and make your life easier is what i say.
   
Made in ch
The Dread Evil Lord Varlak





Azuza001 wrote:
Listen, when it comes to fallen Gw should just admit their rules are all sorts of raw broken. First it was no vehicle transport. Then it was the sorcerer loses heritc astarties so half his spells are worthless. Now this. Lol.

Just play fallen as choosen and make your life easier is what i say.


AND MISS OUT ON SUMMONING VINDICARES?!?

Jk.

https://www.dakkadakka.com/dakkaforum/posts/list/0/766717.page
A Mostly Renegades and Heretics blog.
GW:"Space marines got too many options to balance, therefore we decided to legends HH units."
Players: "why?!? Now we finally got decent plastic kits and you cut them?"
Chaos marines players: "Since when are Daemonengines 30k models and why do i have NO droppods now?"
GW" MONEY.... erm i meant TOO MANY OPTIONS (to resell your army to you again by disalowing former units)! Do you want specific tyranid fighiting Primaris? Even a new sabotage lieutnant!"
Chaos players: Guess i stop playing or go to HH.  
   
Made in us
Haemonculi Flesh Apprentice






 lindsay40k wrote:
There might be things to be said for taking the Soulforged Pack WT on a Warpsmith. Snipers notwithstanding, that guarantees that your Maulerfiend rush gets +2M on the first turn. If you’ve got a Gnarlmaw or Slaaneshi Daemons, they’re advancing and charging. One of them rolls high for Advance, they’re going to charge anything set up on the line, and Warptime can get the other one in. If the Warpsmith rolls high on an Advance, they could enable an Advance on the WT as well.

It’s a safer basket for it than a LD.


Are you suggesting him in addition to a LD or in place of entirely? If your taking him in addition (I would assume) then I see no problem with it, although it really depends on points available, because if I can get a second LD I will rather then taking a normal WS.

   
Made in gb
Huge Hierodule






Nottingham (yay!)

 Red Corsair wrote:
 lindsay40k wrote:
There might be things to be said for taking the Soulforged Pack WT on a Warpsmith. Snipers notwithstanding, that guarantees that your Maulerfiend rush gets +2M on the first turn. If you’ve got a Gnarlmaw or Slaaneshi Daemons, they’re advancing and charging. One of them rolls high for Advance, they’re going to charge anything set up on the line, and Warptime can get the other one in. If the Warpsmith rolls high on an Advance, they could enable an Advance on the WT as well.

It’s a safer basket for it than a LD.


Are you suggesting him in addition to a LD or in place of entirely? If your taking him in addition (I would assume) then I see no problem with it, although it really depends on points available, because if I can get a second LD I will rather then taking a normal WS.


In addition to! He’s an option for a safe pair of hands. In a large game, there’s even things to be said for taking him and a few Lords Discordant - even if the LDs all get nuked on T1 by an army built to take out 28 T8 wounds behind a 4++,, a Daemon Engine jamboree can still all get extra movement.

Like I say, it’s an option.

This message was edited 1 time. Last update was at 2019/04/09 14:37:41


   
Made in se
Ferocious Black Templar Castellan






Sweden

I for one like the idea of adding a Lord Discordant to my Daemons. I already run a double Bloodthirster list with a Keeper of Secrets thrown in to boot, so having yet more target saturation for big guns while giving me the option to get rotor cannon Havocs to clear chaff sounds great. Sure, he's not protected by Character status, but he's plenty tanky for his points, especially when there's three other big nasties and a party bus of Berzerkers coming down the field.

It's not competetive, but it works perfectly fine in a more relaxed setting.

For thirteen years I had a dog with fur the darkest black. For thirteen years he was my friend, oh how I want him back. 
   
Made in us
Monster-Slaying Daemonhunter






Dimmamar

Anyone have thoughts on this Engine Rush list? My biggest hesitation is the Defilers....is the S16 (for killing Knights) worth taking them?
I'm also considering fitting a Sorcerer in, who sit back and put Miasma on the Levi, for a -2 with the Apostle's prayer.

Spoiler:
Nurgle Daemon Battalion
Epidemius - 100
Poxbringer - 70
3x Nurglings - 54
21x Plaguebearers, Icon - 162
21x Plaguebearers, Icon - 162
Heretic Astartes Spearhead
Soulforged Pack
Dark Apostle (Purge) - 100
Lord Discordant on Helstalker, autocannon, Nurgle (World Eaters) (Warlord, specialist trait) (Mecha-serpents relic) - 160
Decimator, 2x storm lasers, Nurgle (World Eaters) - 140
Decimator, 2x storm lasers, Nurgle (World Eaters) - 140
Defiler, combibolt, reaper, twin flame, Nurgle (World Eaters) - 160
Defiler, combibolt, reaper, twin flame, Nurgle (World Eaters) - 160
Maulerfield, lashers, Nurgle (World Eaters) - 132
Maulerfield, lashers, Nurgle (World Eaters) - 132
Hellforged Leviathan Dread, 2x butcher arrays, 2x hellflamers, Nurgle (Purge) - 289


Since no one can take advantage of legion traits (no infantry!), I made the Leviathan Purge so he can still shoot at things that get tied up.
Everyone else is World Eaters bc I think the strat is useful and the Discordant's aura only affects the same legion.

Decimators have some chaff-clearing guns to rush forward and remove some screens before the big boys get there.

EVERYTHING in this list (except for the Levi) will benefit from Epidemius's tally. I really thought about making a DP fit in there, but decided I don't need it bc after the second kill, everyone gets reroll 1's anyhow.
My thought is to shoot each butcher array at separate Cultist/Guard units, kill 6-8 of them, and then finish off each unit with a Decimator each, getting me those two easy kills on T1.

This message was edited 6 times. Last update was at 2019/04/09 15:24:19


LVO 2017 - Best GK Player

The Grimdark Future 8500 1500 6000 2000 5000


"[We have] an inheritance which is beyond the reach of change and decay." 1 Peter 1.4
"With the Emperor there is no variation or shadow due to change." James 1.17
“Fear the Emperor; do not associate with those who are given to change.” Proverbs 24.21 
   
Made in gb
Pulsating Possessed Chaos Marine






 AlmightyWalrus wrote:
I for one like the idea of adding a Lord Discordant to my Daemons. I already run a double Bloodthirster list with a Keeper of Secrets thrown in to boot, so having yet more target saturation for big guns while giving me the option to get rotor cannon Havocs to clear chaff sounds great. Sure, he's not protected by Character status, but he's plenty tanky for his points, especially when there's three other big nasties and a party bus of Berzerkers coming down the field.

It's not competetive, but it works perfectly fine in a more relaxed setting.


I think if you run a list with big mele threats and deepstrike threats then you get the best of both worlds as your opponent will want to spread out to deny deepstrike but also want to ball up in a coner to prevent being bum rushed by bezerkers and lord discordants.

I think some bloodletter bombs/warp talons with a soulforged pack of lord discordants and defilers/maulerfields wouod be hard to play against.


Automatically Appended Next Post:
 Elric Greywolf wrote:
Anyone have thoughts on this Engine Rush list? My biggest hesitation is the Defilers....is the S16 (for killing Knights) worth taking them?
I'm also considering swapping the Hellwright for a Sorcerer, who sit back and put Miasma on the Levi.

Spoiler:
Nurgle Daemon Battalion
Epidemius - 100
Poxbringer - 70
3x Nurglings - 54
21x Plaguebearers, Icon - 162
21x Plaguebearers, Icon - 162
Heretic Astartes Spearhead
Soulforged Pack
Chaos Hellwright on Dark Abeyant, Nurgle (Word Bearer)(Warlord, WB trait) - 136
Lord Discordant on Helstalker, autocannon, Nurgle (Word Bearer)(Specialist trait, Mecha-serpents relic) - 160
Decimator, 2x storm lasers, Nurgle (Word Bearer) - 140
Decimator, 2x storm lasers, Nurgle (Word Bearer) - 140
Defiler, combibolt, reaper, twin flame, Nurgle (Word Bearer) - 160
Defiler, combibolt, reaper, twin flame, Nurgle (Word Bearer) - 160
Maulerfield, lashers, Nurgle (Word Bearer) - 132
Maulerfield, lashers, Nurgle (Word Bearer) - 132
Hellforged Leviathan Dread, 2x butcher arrays, 2x hellflamers, Nurgle (Purge) - 289


Since no one can take advantage of legion traits (no infantry!), I made the Leviathan Purge so he can still shoot at things that get tied up. Hellwright has the +3" aura so any of my engines in 9" get an extra attack. He also has a smaller base than the Discordant, so thought he'd need the extra a bit more.
Everyone else is Word Bearers bc I think the trait and strat are both very useful and the Discordant's aura only affects the same legion.

Decimators have some chaff-clearing guns so that

EVERYTHING in this list (except for the Levi) will benefit from Epidemius's tally. I really thought about making a DP fit in there, but decided I don't need it bc after the second kill, everyone gets reroll 1's anyhow.
My thought is to shoot each butcher array at separate Cultist/Guard units, kill 6-8 of them, and then finish off each unit with a Decimator each, getting me those two easy kills on T1.


I like it, lots of different threats and nice synergy. I'd try to fit in a tree in the list too. It's just too useful to get free advance and charge. Maybe just trim to on 30 man blob of plaguebearers to make it fit?

This message was edited 2 times. Last update was at 2019/04/09 15:21:48


 
   
Made in gb
Huge Hierodule






Nottingham (yay!)

I suspect PURGE gunner units are going to become special and perhaps something of a gatekeeper. The utility they add to our tarpits - and remove from enemy ones - is really growing on me. Fiends of Slaanesh clamping their Land Raider? Put the boot in. Termagants enveloping your Contemptor? Hose them. Screening unit holding your Murder SwLord on Steed away from his prey? Sweep them away. Bloodletter bomb prevented from charging by their last surviving victim spending 2CP to not run away? Finish them. A spearhead with Chainhacovs, Lashavocs, and Oblits could work wonders. Maybe even make it a Devbat.

   
Made in gb
Pulsating Possessed Chaos Marine






Listening to d6 Evolution Purge Fire Raptor could be a beast if you lockdown something big and let rip with it!
   
 
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