Arch Magos w/ 4 Meg of RAM
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I finally sat down to write the lists. I hid my Plague Marines, put on one of Obama's speeches, took some pills and blacked out. I woke up with this scrawled on a notepad entitled "Change."
Chaos Lord with MoT and Deathscreamer, 145
6 Thousand Sons, including Sorcerer with Gift, Rhino with Havoc Launcher, 255
6 Thousand Sons, including Sorcerer with Gift, Rhino with Havoc Launcher, 255
6 Thousand Sons, including Sorcerer with Gift, Rhino with Havoc Launcher, 255
5 Havocs, 4 Autocannons (or Missile Launchers), Glory, Rhino with Havoc Launcher, 215
3 Obliterators, 225
Defiler, 150
I think it is a gun-line Tzeentch list, and I get a feeling it would work like this: Chaos Lord goes with whatever squad is most likely to get charged, providing fire support until they do. Gift is there to help once you have been charged (muhaha double tapping Gift). The Thousand Sons and Rhinos will cut down any exposed infantry while the 3 Oblits, Defiler and Havocs pop transports like mad. I'm concerned that the Defiler is exposed by itself, but I've found if you can shield him from most of the punishment for the first few turns, he'll be fine for the rest of the game. I tried to fit a Dread in after I woke up, but it means pulling an Oblit and some weapons from the Havoc (although this might be a better idea, as then they can fire all their weapons from the protection of the Rhino). I don't know how effective this would be against hordes (which is why I'd consider replacing the autocannons with missile launchers), but given that I can't remember writing this, I think it turned out alright. It'd be fun to play atleast.
For a gun-line MC mash, here you go, as ordered:
Daemon Prince, Wings, MoS, Lash, 155
Dreadnought, Missile Launcher, 100
Dreadnought, Missile Launcher, 100
6 Noise Marines, 5 Sonic Blasters, Blastmaster, Rhino with Havoc Launcher, 235
5 Noise Marines, 4 Sonic Blasters, Blastmaster, Rhino with Havoc Launcher, 210
10 CSM, Plasmagun, Missile Launcher, Icon of Glory, Rhino with Havoc Launcher, 235
Defiler, 150
Defiler, 150
Defiler, 150
It shoots large quantities of dakka at you for 4 turns. Huzzah. This I'm certain I wrote, so it will work. This gun-line walks up the field firing until they want to fight in melee. Then they die, and you capture the objectives.
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Rotting Sorcerer of Nurgle
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First list: Yes you can gift twice, but it's a small squad. You are assuming that the Sorc Champion lives.
Small unit size, coupled with prob. weight of dice attacks, coupled with resulting no retreat saves.
I don't think it's looking well.
Say you do get to gift, chances are sniping is of no use to that particular squad as they are still stuck in combat and taking joe hits again.
/shrug, I'd hate to say this, but maybe wind or Bolt of change would be better...
Wind for some defensive shooting/bolt for more transports busting.
Second list looks....meh.
CSM: I think a lascannon is a good idea here wierdly enough.
NM: I don't think mixing weapons on them is a good idea.
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