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Made in us
Been Around the Block




This is for a tournament of cheese.

Infiltrating World Eaters

2x16 berserkers with infiltration, khornate chain weapons, 2xplasma pistols. Aspiring champion with power fist, Axe of Khorne, daemonic strength, and frag.

8 berserkers with infiltation, khornate chain weapons, 2xplasma pistols. Aspiring champion with power fist and plasma pistol.

8 berserkers with infiltation, khornate chain weapons. Aspiring champion with power weapon, daemonic chains(host), frag.

8 bloodletters

7 bloodletters

Bloodthirster

LT. with infiltration, 2xccw, speed, frag (no power weapon. his job is to keep the firing lines minimized in turn 1 and or 2)

   
Made in us
Regular Dakkanaut




Mexicoway

Models with Mark of Khorne can't infiltrate.
   
Made in us
Regular Dakkanaut





They can but they shouldn't.

The BGB says to ingnore the rules for infiltrate in the codex and use the universal rules.
The universal rules don't mention restrictions to troop types.

If we go any further with this it will be into "You Make The Call" territory, and considered a declaration of war.

Nothing Can Kill The Grimace

Any conversation about composition scoring on DakkaDakka is the blind leading the blind.
Or the evil leading the blind, more accurately. - xtapl 
   
Made in us
Been Around the Block




Understood. Lets assume for the sake of evaluating the list that for this tournament berserkers CAN infiltrate. It is, after all, supposed to be a "Tournament of Cheese."
   
Made in us
Regular Dakkanaut





Right, that said, I don't think Berzerkers should be given plasma pistols.

What are your results in the field?
I would think the range is too short and they won't be used enough to regain their cost.

You definately shouldn't give your Host a power weapon. A Bloodthirster is 200 points, you want him out and killing as soon as possible. Usually it will happen before the Host gets into close combat.

Why have the 16-man squads?
8 is a large number for marine units and your troops are fearless. You don't have to worry about morale due to losses.
Plus you are giving away 2 free aspiring champions. If you want to attack with 16 men, send two units.

What are your plans for Skimmers?
6's to hit in close combat is not to be taken lightly, that is, if you can get close to them.

But if you want super cheesey, try fielding Infiltrating Berzerker Bikers! Turn 1 charge guaranteed.


Nothing Can Kill The Grimace

Any conversation about composition scoring on DakkaDakka is the blind leading the blind.
Or the evil leading the blind, more accurately. - xtapl 
   
Made in us
Been Around the Block




16 man squads:
I used one squad in one tournament many years ago. I didn't like them in general, but they won me one of the four battles by not dying. If 15 of 16 men die and they are in one squad, he gets points for 8 men. If they are in two squads he gets the points for 12 men. It denied victory points. For this list, I have maxed out on the troops. I would like to find a way to get in the last bloodletter, though. The only way I could get another Aspiring Champion is to have a squad of chosen which has an overhead of 24 points. But, I might be able to get in two aspiring champions, and perhaps put the host in that squad. That is an idea. But the 16 man squads also keep my awesome champions alive. Besides the bloodthirster, the champions of the 16 man squads are the next most awesome killers in my army.

Power Wepon on the Host:
Point Taken. What do you think of no PW on the LT?

Plasma Pistols:
I've taken out skimmers with plasma pistols, but not frequently. I once rapid fired a wraithlord to death. Recently, I have taken them out. It is possible to take them out.

Skimmers:
Plasma pistols are my only firepower. That's why they they are there. I also think the 16 man squads are good should I get up close to speeders. In my experience, 8 man squads, get widdled down, and just can't get enough hits to land the speeders. I think the 16 man squads can handle them better. I don't consider my lack of firepower to be too paramount. I plan on being in my opponent's grill from turn 2 on. The LT should get there in the first turn with no problems. With foot troops down, All I have to do is not die to the skimmers. I don't think that will be too much of a problem. I doubt I'll face mech tau. Eldar and marines with speeders are typically what I have to worry about, and the eldar will be more of the 3-wraithlord variety.

End Note:
Do you think I should kill the plasma now, and put in a squad of chosen? This list is very similar to a recent GT army that went 6-0. I had a talk with the general regarding his strategies. He did not have any plasma pistols, and did not have a thirster.

I just noticed the biker comment. That would be great. I only have 4.
   
Made in ca
Been Around the Block




Québec

They can but they shouldn't.

The BGB says to ignore the rules for infiltrate in the codex and use the universal rules.
The universal rules don't mention restrictions to troop types

As for the rules per se, you're right.
However, units' access to Infiltration don't change, as the Universal rules only cover how the rules works, not which can use them. Units with the MoK still can't Infiltrate at all.
   
Made in us
Been Around the Block




I'll I have to do is clear it with the judges. It is a rule loop hole, I know. But, to me that is the defenition of cheese. Trust me, I wouldn't ever think it right, and I would certainly cry foul if it were used against me. But, it appears to be the theme of the tournament. So, for the sake of this post, once again, assume it is legal.
   
Made in us
Regular Dakkanaut





If we go any further with this we will be into "You Make The Call" territory, and considered a declaration of war.

WAR HAS BEEN DECLARED! RAWr!

The BGB states on page74: "The following unit special rules are the DEFINITIVE verisions and REPLACE special rules of the same name printed IN FULL in Codexes."

Get a black marker and destroy the entry in your Codex. It no longer applies.

It isn't good, it isn't right, it isn't sane. It is a fact! The infiltrate rules in your codex now read Exactly Identical to the rules in the BGB. Definitively, Replaced, In Full.

Deal with it!

If Mr.6-0 didn't use plasma or a thirster how did he deal with hard armour targets? Ignore them? Could work, your guys are meant to be in combat, no better armour versus shooting than not being shot at. You may not face mech Tau but what about mech IG?

Your points abouts 16 man squads are informed and valid. You have good reasons for fielding large squads, especially in a tournament situation. I know my Wordbearers never leave home without their 10-man bolter squad. I was only thinking of maximizing legion benifits when I suggested splitting them. You have put more thought into it than I have.

I can't give you any advice about whether or not to keep the plasma, I have honestly never used them.


Nothing Can Kill The Grimace

Any conversation about composition scoring on DakkaDakka is the blind leading the blind.
Or the evil leading the blind, more accurately. - xtapl 
   
Made in us
Been Around the Block




He had four power fisted champions with furious charge (not infiltrate). Tanks on the ground are toast, especially mech guard. If he faced mech tau he would be in for a hurting, though. If they form a line and keep you from running past, you are ducks on a pond so to speak. But, I have not designed a Khorne army yet that could get past that.
   
 
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