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Made in us
Rotting Sorcerer of Nurgle






Jacksonville, NC

Howdy all, heres a list idea I've been playing around with in my head for a few days. i figured I'd post it, get some feedback, and work it out. So without further adoo --

HQ
----
Mephiston - 250 pts
Librarian - Jump pack, Fear of the Darkness, Unleash rage - 125 pts

Elites
--------
Sanguinary Priests x2 - 1x Jump pack - 125 pts

Fast Attack
--------------
Landspeeder - multimelta - 60 pts
Landspeeder - multimelta- 60 pts
Landspeeder - multimelta - 60 pts

Troops
---------
Death Co. x10 - 2x Power Wep, 1x Power Fist, Lemartes - 405 pts
Death Co. Dread - Magnagrapple, Blood Talons - 140 pts
Death Co. Dread - Magnagrapple, Blood Talons - 140 pts
Assault Marines x10 - 1x Power Fist, 2x Melta - 235 pts
Assault Marines x10 - 1x Power Fist, 1x Melta, 1x flamer - 230 pts
Assault Marines x10 - 1x Power Fist, 2x Flamer - 225 pts (no jump packs)
Rhino - 15 pts (taken using the AM special transport rules) (transports meph)

Heavy Support
------------------
Stormraven gunship - Multimelta/Lascannon, extra armor - 215 pts
Stormraven gunship - Multimelta/Lascannon, Extra armor - 215 pts

Points Total - 2500

Tactics rundown
---------------------
- 1 Gunship will have the assault marines w/ sang priest, the other the chaplain w/ death co. Both will carry a DC dread
- the libby and other priest will go with 1 jump squad, the other will follow close behind for the bonus
- Meph soaks up shots and plows whatever he touches
- The general idea is for the speeders to get into positions to knock out the bigger threats early (lascannon vehicles, LR's, things like vindicators) allowing my gunships to move into positions.
- The AM's without packs will be my anti-horde unit, getting out, flaming, and charging larger units.
- The flying AM's are on MC/Vehicle duty, picking off stragglers. Meph will break off when opportunitys present to kill off larger targets. The libby will use "fear of the darkness" to run off tough units with low morale (Twolf calvary, Dev squads, lootas, etc.), but is otherwise there to boost his unit with rage
- The Death Co. will obviously be my hammer unit. I'll race up, drop them in the midst of my foe, and watch them wreck havoc. They will be optimal at larger games for the high potential of a T1 or 2 multi-charge.
- Death Co. Dreads will be used to pop open transport vehicles (which between grapple and a melta shouldn't be too hard) and then charge its contents. Grapple is great because it can possibly drag targets that were out of range before into range for a charge, while also tank shocking units
-The gunships will race into position to drop their payloads and shoot things. POTMS means I can turbo and still fire off a las shot, potentially knocking out key targets I couldn't otherwise get so early!
- Rhino takes meph around the board stomping things

The idea of this army is simple; quick, painful, and lots of meltas to scare my opponents. A variety of abilities and skills to handle any army type, and preferably enough beef to make it tough on my foes target priority (shoot mephs unit or the stormravens? melta that dread or charge the death company?). I want to me agressive!

This message was edited 3 times. Last update was at 2010/06/19 08:28:53


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Made in de
Ladies Love the Vibro-Cannon Operator






Hamburg

Well, the list contains two Stormravens that will move flat out approaching the enemy front ranks very quickly.
One issue is that you have very few units able to give fire support, like the Speeders where 2 of 3 will hit on average.
This gives the enemy room and time to take on the Stormravens, and I know that two Serpents eventually go down in one round of shooting.

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Made in us
Thinking of Joining a Davinite Loge







Consider dropping the chaplain and getting Lemartes. He does the same job but cannot be singled out in combat. Throw heavy flamers on the the speeders for some crowd control.

Overall, I like the list

Jidmah wrote:That's why I keep my enemies close and my AOBR rulebook closer.


 
   
Made in us
Rotting Sorcerer of Nurgle






Jacksonville, NC

wuestenfux wrote:Well, the list contains two Stormravens that will move flat out approaching the enemy front ranks very quickly.
One issue is that you have very few units able to give fire support, like the Speeders where 2 of 3 will hit on average.
This gives the enemy room and time to take on the Stormravens, and I know that two Serpents eventually go down in one round of shooting.


Yeah, that was an issue I feared as well. It is by no means a goddly list, but Ravens are pretty tough. And POTMS + moving turbo is a powerful combo. If I can get close enough in 1 turn I can easily drop and dominate. I'll probably put Extra Armor on the ravens so they can always move!

Also, theres very few things from the dex I see as viable long range support unless its spammed... which I can't really do as the two slots that have any ranged are taken up by the ravens and speeders lol

This message was edited 1 time. Last update was at 2010/06/16 17:24:40


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Inspiring Icon Bearer






Meph will go with 1 jump squad, the libby and other priest with the other

He's not IC, but otherwise I like the list,

3000
4000 Deamons - Mainly a fantasy army now.
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Made in us
Rotting Sorcerer of Nurgle






Jacksonville, NC

Acardia wrote:Meph will go with 1 jump squad, the libby and other priest with the other

He's not IC, but otherwise I like the list,


Oh wow, just noticed that! Kinda sucks, but he'll basically suck bullets away that would otherwise be aimed at my ravens/speeders

I did some slight changes to the list

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Rotting Sorcerer of Nurgle






Jacksonville, NC

Anymore input?

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Looks better. Lemartes should add a nice touch to the DC. Chappy rules but not an IC and goes bat f*** insane when he takes a wound.

Idk if you will need the 2 PW in the DC. They are dishing out so many attacks that even against marines they will just overwhelm them with attacks.

The real problem I see is Mephiston. He will just take Lascannons to the face with nothing to hide behind or ride in. Seems like a waste of 250 pts if he has no ride or something to screen him.

Heavy flamers on the Dreads maybe?

Jidmah wrote:That's why I keep my enemies close and my AOBR rulebook closer.


 
   
Made in us
Rotting Sorcerer of Nurgle






Jacksonville, NC

pdawg517 wrote:Looks better. Lemartes should add a nice touch to the DC. Chappy rules but not an IC and goes bat f*** insane when he takes a wound.

Idk if you will need the 2 PW in the DC. They are dishing out so many attacks that even against marines they will just overwhelm them with attacks.

The real problem I see is Mephiston. He will just take Lascannons to the face with nothing to hide behind or ride in. Seems like a waste of 250 pts if he has no ride or something to screen him.

Heavy flamers on the Dreads maybe?


I'll probably rework the list some to throw in a rhino for the non-pack AM's. This will give Meph a ride. Also, DC with 3 power weps ENSURES I will almost always knock out heavily armored things (Terminators, Sang guard, MC's, HQ's, etc.). The less things that get to save, the better!

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true about the PW's, but also look at it from this pt of view. If you do wipe a squad they will then be unengaged and free to be wiped off the board in the next shooting phase. The best thing IMHO is to drop the PW's so that some models survive hopefully staying engaged. More than likely you will clean up in his assault phase and they will be free to go assault something else in your next turn.

I wouldn't run a single rhino. Possibly give the one assault squad JP's and let mephiston ride in the other Stormraven.

Jidmah wrote:That's why I keep my enemies close and my AOBR rulebook closer.


 
   
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Actually I can see using the rhino to fast, the pop smoke and using mephiston to hind behind said rhino for the turn to draw fire. The rest of the army would be free. However against such strong anti tank armies as Tau, I think they would see through this drop the cover on the rhino with markerlights, pop it with broadsides, death rain Mephiston and have tea and crumpets.

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Rotting Sorcerer of Nurgle






Jacksonville, NC

pdawg517 wrote:true about the PW's, but also look at it from this pt of view. If you do wipe a squad they will then be unengaged and free to be wiped off the board in the next shooting phase. The best thing IMHO is to drop the PW's so that some models survive hopefully staying engaged. More than likely you will clean up in his assault phase and they will be free to go assault something else in your next turn.

I wouldn't run a single rhino. Possibly give the one assault squad JP's and let mephiston ride in the other Stormraven.


And most likely getting wiped out when the termis get their assault because I didn't kill any due to good rolls... its happened before lol. Besides, the DC rarely charges only ONE thing, its normally a tank and a unit, or 2 units... hell, one game I had them charge a monolith, a vetern squad, and a squad of scarabs >.>

And the single rhinos cheap, gives meph a ride, and as the other guy posted above, gives meph good cover. Wasting the stormravens space and taking even more jump pack guys is no-bueno for me

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FoCo

Looks like about the same thing i wrote up for kicks. Correct me if I'm wrong, but don't you need one DC squad per each dreadnought?

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Made in gb
Black Templar Recruit Undergoing Surgeries




Scotland

I'd replace ether one of the death company dreads or something else around the 200pt mark and put in some sort of heavy support.

Your idea is great but what happens when your stopped in your tracks.

Mephiston is a waste as you have to keep using one of his power rolls to keep up with the rest of the sqaud and if you have him on his own then the first decent close combat unit (Genestealers etc.) will take advantage of the no invulnerable save and maul him. Astorath may have been a better choice.

 
   
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Jacksonville, NC

Karvick wrote:I'd replace ether one of the death company dreads or something else around the 200pt mark and put in some sort of heavy support.

Your idea is great but what happens when your stopped in your tracks.

Mephiston is a waste as you have to keep using one of his power rolls to keep up with the rest of the sqaud and if you have him on his own then the first decent close combat unit (Genestealers etc.) will take advantage of the no invulnerable save and maul him. Astorath may have been a better choice.


My issue with Astrorath is twofold; 1) he has no way to deal with things like Dreads. Yes, his squad might be able to, but by the time your PF goes Astro will be mauled down by insta-death 2) his ability is great, hes a great HQ slayer, but otherwise I don't see much use in him

Meph is a GREAT model once you learn what to do and what not to do. As you mentioned, GS's will maul him if they geta chance.... which is why you don't give em that chance I don't leave meph out in the open waving "hiiii!" to taunt stuff at him lol.

And yeah, once I'm stopped in my tracks its tough. But thats why I start in reserve if I go second; I try not to give my opponent that opportunity. I can TB 24" from reserve and thats a boon; I can get up in their face before they know what to do. Sure the Am's will be behind, but their whole goal in life is to protect objectives and charge things that get too close.

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Arlington, TX

I like your list a lot, may have to try something similar.

I always have an issue with not having enough hvy support. 2 storm ravens and a speeder squad seems like it would work well.
   
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Rotting Sorcerer of Nurgle






Jacksonville, NC

Gawl wrote:I like your list a lot, may have to try something similar.

I always have an issue with not having enough hvy support. 2 storm ravens and a speeder squad seems like it would work well.


Thanks for the compliment

Edited in the rhino. Took out 1 melta and the HF to make points. Added 1 flamer to one of the jump squads

This message was edited 1 time. Last update was at 2010/06/19 08:30:07


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