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Made in au
Regular Dakkanaut





 mrhappyface wrote:
fishwaffle2232 wrote:
 blackmage wrote:
the main problem of summoning is forfeit movement phase, in a dynamic game like 40k that can be huge sometimes

As per post above, warptime.

But then you're wasting one of the best powers we have available.


A DP with wings or a HQ with jump pack is still going to get a solid movement after warptime. Yes summoning has some drawbacks but the strategic flexibilty make up for these, and warptime also helps buffer out the loss of movement issue. Sure it might slow you down a bit, but it means you can now drop a fresh unit into position to counter an opponent I still think it makes up for this drawback.

If you get a chance listen to the guys from forge the narrative discussing it. People seem to hate summoning immediately because its so different to 7th, but 7th summoning was broken. They are of the opinion that tournaments will see people testing this out a lot more and that it definitely has its place. You can essentially change your army mid game in response to an opponents list! Thats a huge advantage.


Automatically Appended Next Post:
Completely unrelated, I love your Guilliman conversion mrhappyface. Get some paint on that bad boy and post some pics.

This message was edited 1 time. Last update was at 2018/03/20 21:16:35


 
   
Made in gb
Potent Possessed Daemonvessel





Why Aye Ya Canny Dakkanaughts!

fishwaffle2232 wrote:
A DP with wings or a HQ with jump pack is still going to get a solid movement after warptime. Yes summoning has some drawbacks but the strategic flexibilty make up for these, and warptime also helps buffer out the loss of movement issue. Sure it might slow you down a bit, but it means you can now drop a fresh unit into position to counter an opponent I still think it makes up for this drawback.

I was more meaning you wouldn't then be able to use warptime on a different unit to get them into combat, grab an objective, etc. I know that there's very few situations where I won't use warptime in a game if I have the ability to.
If you get a chance listen to the guys from forge the narrative discussing it. People seem to hate summoning immediately because its so different to 7th, but 7th summoning was broken. They are of the opinion that tournaments will see people testing this out a lot more and that it definitely has its place. You can essentially change your army mid game in response to an opponents list! Thats a huge advantage.

Perhaps but you'll have to spend a turn or two building up your counter and turn 1 is now the most important round of the game: if you don't do a significant amount of damage in turn 1 this edition, you've lost. I'd honestly just pay the CP and deepstrike in a battalion of Bloodletters/Horrors to either wipe out some infantry or tie up some tanks/monsters.
Completely unrelated, I love your Guilliman conversion mrhappyface. Get some paint on that bad boy and post some pics.

Thanks! I'm currently backed up with painting my main army right now and haven't found the enthusiasm to go back to it yet, I'll get round to it eventually even if I do take a round about route.

Ghorros wrote:
The moral of the story: Don't park your Imperial Knight in a field of Gretchin carrying power tools.
 Marmatag wrote:
All the while, my opponent is furious, throwing his codex on the floor, trying to slash his wrists with safety scissors.
 
   
Made in au
Regular Dakkanaut






Perhaps but you'll have to spend a turn or two building up your counter and turn 1 is now the most important round of the game: if you don't do a significant amount of damage in turn 1 this edition, you've lost. I'd honestly just pay the CP and deepstrike in a battalion of Bloodletters/Horrors to either wipe out some infantry or tie up some tanks/monsters


Agreed that turn 1 is important and that is why I also run warptalons and oblits for some more nasty alpha strike. To me that is enough to some serious damage without putting all the eggs in one basket. With my list i have 7 CP. 2-3 CP getting daemons and cultists down give me 4-5 CP left for endless carcophony, veterans of the long war, and tide of traitors. My CP budget is tight already.

Im also not too keen on investing too heavily into daemons yet, as he core of my list is fallen angels. So really just hoping to test this out and go from there. We all know how these things start though, ask me next year and ill orobably have 2000 pts of daemons
   
Made in us
Utilizing Careful Highlighting





Augusta GA

I’ve been running a Khorne Herald with the Crimson Crown as a buffguy for a Lord of Skulls and a Chaos Lord on Juggernaut, and the team does some nasty work. The crown gives extra attacks with weapons when you wound on 6’s, am I right that any extra attacks the Lord of Skulls makes can be used on sweeping strikes that add 3 attacks instead of 1?
   
Made in gb
Potent Possessed Daemonvessel





Why Aye Ya Canny Dakkanaughts!

fishwaffle2232 wrote:

Perhaps but you'll have to spend a turn or two building up your counter and turn 1 is now the most important round of the game: if you don't do a significant amount of damage in turn 1 this edition, you've lost. I'd honestly just pay the CP and deepstrike in a battalion of Bloodletters/Horrors to either wipe out some infantry or tie up some tanks/monsters


Agreed that turn 1 is important and that is why I also run warptalons and oblits for some more nasty alpha strike. To me that is enough to some serious damage without putting all the eggs in one basket. With my list i have 7 CP. 2-3 CP getting daemons and cultists down give me 4-5 CP left for endless carcophony, veterans of the long war, and tide of traitors. My CP budget is tight already.

Im also not too keen on investing too heavily into daemons yet, as he core of my list is fallen angels. So really just hoping to test this out and go from there. We all know how these things start though, ask me next year and ill orobably have 2000 pts of daemons

I know the feeling, up until now I've only run CSM this edition but tomorrow I'm trying out a Daemon Battalion with my WE list and spending a whopping 6CP to DS in 30 Bloodletters, 20 Horrors, a Herald of Tzeentch, a Herald of Khorne and a Khorne Daemon prince. That's gonna jump in with a unit of Terminators, a unit of Oblits, a Terminator Lord and a Jump pack Sorcerer. Hopefully it'll be a lot of fun.


Automatically Appended Next Post:
 Badablack wrote:
I’ve been running a Khorne Herald with the Crimson Crown as a buffguy for a Lord of Skulls and a Chaos Lord on Juggernaut, and the team does some nasty work. The crown gives extra attacks with weapons when you wound on 6’s, am I right that any extra attacks the Lord of Skulls makes can be used on sweeping strikes that add 3 attacks instead of 1?

Yep, it's just an attack so you can choose which profile to use.

Does the +1S help at all with the LoS?

This message was edited 1 time. Last update was at 2018/03/20 22:32:04


Ghorros wrote:
The moral of the story: Don't park your Imperial Knight in a field of Gretchin carrying power tools.
 Marmatag wrote:
All the while, my opponent is furious, throwing his codex on the floor, trying to slash his wrists with safety scissors.
 
   
Made in us
Utilizing Careful Highlighting





Augusta GA

Yep, it's just an attack so you can choose which profile to use.

Does the +1S help at all with the LoS?


Yeah, but not initially. His degrade table lowers his strength from 10/7/4 so once he’s taken some damage it helps. With the herald and a Sorcerer putting the +2 str power on him he stays at peak murderpower til death.
   
Made in au
Pestilent Plague Marine with Blight Grenade





 mrhappyface wrote:
fishwaffle2232 wrote:

Perhaps but you'll have to spend a turn or two building up your counter and turn 1 is now the most important round of the game: if you don't do a significant amount of damage in turn 1 this edition, you've lost. I'd honestly just pay the CP and deepstrike in a battalion of Bloodletters/Horrors to either wipe out some infantry or tie up some tanks/monsters


Agreed that turn 1 is important and that is why I also run warptalons and oblits for some more nasty alpha strike. To me that is enough to some serious damage without putting all the eggs in one basket. With my list i have 7 CP. 2-3 CP getting daemons and cultists down give me 4-5 CP left for endless carcophony, veterans of the long war, and tide of traitors. My CP budget is tight already.

Im also not too keen on investing too heavily into daemons yet, as he core of my list is fallen angels. So really just hoping to test this out and go from there. We all know how these things start though, ask me next year and ill orobably have 2000 pts of daemons

I know the feeling, up until now I've only run CSM this edition but tomorrow I'm trying out a Daemon Battalion with my WE list and spending a whopping 6CP to DS in 30 Bloodletters, 20 Horrors, a Herald of Tzeentch, a Herald of Khorne and a Khorne Daemon prince. That's gonna jump in with a unit of Terminators, a unit of Oblits, a Terminator Lord and a Jump pack Sorcerer. Hopefully it'll be a lot of fun.


That does sound like fun. A lot of threats in your face all at once.

Keen to hear how this went and what you played against



This message was edited 1 time. Last update was at 2018/03/21 04:35:11


"Courage and Honour. I hear you murmur these words in the mist, in their wake I hear your hearts beat harder with false conviction seeking to convince yourselves that a brave death has meaning.
There is no courage to be found here my nephews, no honour to be had. Your souls will join the trillion others in the mist shrieking uselessly to eternity, weeping for the empire you could not save.

To the unfaithful, I bring holy plagues ripe with enlightenment. To the devout, I bring the blessing of immortality through the kiss of sacred rot.
And to you, new-born sons of Gulliman, to you flesh crafted puppets of a failing Imperium I bring the holiest gift of all.... Silence."
- Mortarion, The Death Lord, The Reaper of Men, Daemon Primarch of Nurgle


5300 | 2800 | 3600 | 1600 |  
   
Made in gb
Potent Possessed Daemonvessel





Why Aye Ya Canny Dakkanaughts!

Just come back from the game, here's the list I ran: https://www.dakkadakka.com/dakkaforum/posts/list/753084.page

I was paired up with a pretty standard deathguard list: lots of zombies and plague marines, many special characters and a few Helbrutes and Plague Drones. We were up against a vehicle heavy guard list: Super Heavies, leman russes, support tanks and bubblewrap, and a deep strike heavy Admech list: lots of vanguards and electro priests as well as dune crawlers and robots/servators.

The Daemon Detachment was actually really helpful and made the game much more fun: the horrors and bloodletters came down and slaughtered almost all of the bubblewrap units so that next turn my terminators and oblits could get at the meaty stuff.

Star units:
Berzerkers: so feared are they that the admech player through all of his deep strike units at them, he managed to destroy the rhinos and then the berzerkers swamped over half his army on their own.
Bloodletters: the guard player wasn't happy about having 30 bloodletters sat in front of him so dedicated almost all of his firepower taking them out, they managed to hold out long enough to protect Fluffy the Daemon Prince from being shot.
Obliterators: this was more luck, this 3 man unit of oblits managed to survive 3 whole turns of fire from two Valdor tank hunters and support tanks.
Terminators: often overlooked because terminators as a whole are crap but Khorne terminators with warptime and prescience can easily down two dangerous units in a turn. Mine came down, shot a Valdor to 6 wounds (later cleaned up with smite) and blew a punisher tank commander to high hell. The next turn they killed a company commander and a veteran squad, so not a bad point sink.

Dishonourable mention:
Slaanesh Daemon Prince: poor sod never got to swing this game; his first target he accidently whiped out with a roll of 11 to cast smite and a 6 for mortal wounds and the second unit he set his eyes on got jacked by a DG DP. The unit the DG DP attacked then exploded and did 4MW to the poor Slaaneshi Daemon Prince. He didn't last long after that.


All in all a fun game and I'd definitely recommend a Daemon Detachment for clearing chaff before the stronger units come in.

Ghorros wrote:
The moral of the story: Don't park your Imperial Knight in a field of Gretchin carrying power tools.
 Marmatag wrote:
All the while, my opponent is furious, throwing his codex on the floor, trying to slash his wrists with safety scissors.
 
   
Made in de
Hellacious Havoc





Hamburg

 mrhappyface wrote:
Just come back from the game, here's the list I ran: https://www.dakkadakka.com/dakkaforum/posts/list/753084.page
I'd definitely recommend a Daemon Detachment for clearing chaff before the stronger units come in.


101% agree with you. Today my vacation began & startet of with a game in my local Warhammer store. It's a fun list of mine with a Daemonette bomb, Slaanesh-Maulerfiends & my usual stuff. It's a
fun list but pretty feeble.
Spoiler:
++ Battalion Detachment +3CP (Chaos - Daemons) ++

+ No Force Org Slot +

Chaos Allegiance: Slaanesh

Rewards of Chaos (1 Relic)

+ HQ +

Daemon Prince of Chaos: Malefic talon, The Mark of Excess, The Murderdance, Warlord
Slaanesh: Hysterical Frenzy

Herald of Slaanesh on Seeker Chariot: Symphony of Pain

Herald of Slaanesh on Seeker Chariot: Delightful Agonies

+ Troops +

Daemonettes: Alluress, 29x Daemonette, Daemonic Icon, Instrument of Chaos

Daemonettes: Alluress, 9x Daemonette, Instrument of Chaos

Daemonettes: Alluress, 9x Daemonette, Instrument of Chaos

++ Battalion Detachment +3CP (Chaos - Chaos Space Marines) ++

+ No Force Org Slot +

Legion: Renegade Chapters

+ HQ +

Chaos Lord: Bolt pistol, Mark of Khorne, Power axe

Exalted Champion: Bolt pistol, Mark of Slaanesh, Power axe

+ Troops +

Chaos Cultists: 9x Chaos Cultist w/ Autogun, No Chaos Mark
Cultist Champion: Autogun

Chaos Cultists: 9x Chaos Cultist w/ Autogun, No Chaos Mark
Cultist Champion: Autogun

Chaos Cultists: 9x Chaos Cultist w/ Autogun, No Chaos Mark
Cultist Champion: Autogun

+ Elites +

Mutilators: Mark of Slaanesh, 3x Mutilator

Possessed: Icon of Wrath, Mark of Khorne, 5x Possessed

Possessed: Icon of Wrath, Mark of Khorne, 5x Possessed

Possessed: Icon of Wrath, Mark of Khorne, 5x Possessed

+ Heavy Support +

Maulerfiend: Lasher tendrils, Mark of Slaanesh

Maulerfiend: Lasher tendrils, Mark of Slaanesh

Maulerfiend: Lasher tendrils, Mark of Slaanesh


It works quite nicely actually - even though the internet says that daemonettes are bad. My opponent though was quite tough. Ultrasmurfs & papa smurf with some guard chaff. Turn's out, they like shooting - a lot.
Since i don't have Bloodletters & Pink horrors, i cannot field the 'better' chaff blender units, but the daemonettes actually did quite nicely if i say so myself.

And to go with your poop & non-poop units:

non-poop:
Slaanesh Daemon Prince - Unholy Smokes on Toast. So.Many.Attacks. 9-11 at the start of the game he/she ended up, after killing 2 transports, a Smurf-Character & Paps with 12+d3 attacks.
Possessed - what can i say, i'm biased. 2 Units moved 13 in Turn 1 and stood in front of my enemy, survived some Bolter & Plasma fire (because they're awesome) & survived until the end.. well, 1. Yes, 1 possessed.
Daemonettes - again, so many attacks. I'm noticing a pattern here. They charged the chaff and blended it into a fine, pink, paste. Later they died quite dramatically to bolter fire while missing a 6" charge. Well done, gals.
Cultist - They hid in the ruins & captured point after point while being utterly ignored. Just Cultist stuff.

poop:
Seeker Chariots - Base is to small for their ability to do 'something' but to big to ride along the fiends & they're too expensive to be 'good'. Next time i use steed Heralds instead & add a fiend or two.

suprise-non-poop-star-unit: My freshly converted & finished Mutilators did really well. The best distraction-carnifex i could've brought. 126 points for some can-openers with 3 wounds? Ouh yeah!
   
Made in gb
Huge Hierodule






Nottingham (yay!)

Sounds like a fun game! I do think Mutilators have a fair bit of potential to be the ignored threat. Poor movement and low unit size can lead to them being underestimated; reasonable price makes them fairly disposable, low unit size gives potential for teleporting inside ruins where they can’t be seen and suddenly they’re a problem.

Had a fun game today. Sorcerer on Steed of Slaanesh, Lascannon Helbrute, Reaper+Missile Helbrute, and ten Terminators with two HF, four Plasma, four Melta, and Icon of Wrath. Faced off against a Ghostkeel, eight or so Battlesuits, and a lot of shield drones.

Helbrutes didn’t last long - one got Missled on turn two, other got down to 2W and hid for the rest of the game. Terminators teleported in front of the enemy army, Warptimed into their faces, Prescienced (which just kept offsetting his Stratagem that reduced their hit rolls). Did a whole lot of punching - burned 3CP on Fury of Khorne! - and only really managed to kill two drone units. And were left in a ruin to face Tau shooting. Didn’t actually do much to me. Next turn, I smote the last wound off that Ghostkeel, and didn’t move the Terminators. Who would I? This gave them a 0+ save (yes, 1’s always fail), and there were loads of targets in close Melta and flaming range. Took me up to four points; threw in with a banzai charge at his commander, which only managed to kill another drone unit, but that got me up to five points, and kept his army so busy they couldn’t come up and table me after finished off the termies. It was his second game of 8ed and he had a great time. Couldn’t resist some Waluigi theatrics when my Terminators failed their fist save of the game

Moving swiftly on: I’ve been invited to a campaign, where you build a character, and they progress from Space Hulk raids to Necro/KT skirmishes, to full blown battles. I’m making a Death Guard Lord who seeks apotheosis; I’m trying to spec out the PM champion mini for character hunting. I’m thinking... switch the fist for a Melta, ride with PMs in a rhino with plaguecaster and a Tallyman, take Arch-Contaminator and Plaguebringer. Really get in there and pile on buckets of mortal wounds - Blades of putrefaction + VotLW yields a MW for nearly every attack. Plus, solid synergy with PM melee unit.

Alternative list: loads of Cultists with Flamers carrying him along, a Poxwalkers unit behind them getting bigger and bigger, and a Deathshroud unit in reserve to land with him and let him gleefully over-extend.

   
Made in us
Contagious Dreadnought of Nurgle





Hell Hole Washington

fishwaffle2232 wrote:
 mrhappyface wrote:
fishwaffle2232 wrote:
 blackmage wrote:
the main problem of summoning is forfeit movement phase, in a dynamic game like 40k that can be huge sometimes

As per post above, warptime.

But then you're wasting one of the best powers we have available.


A DP with wings or a HQ with jump pack is still going to get a solid movement after warptime. Yes summoning has some drawbacks but the strategic flexibilty make up for these, and warptime also helps buffer out the loss of movement issue. Sure it might slow you down a bit, but it means you can now drop a fresh unit into position to counter an opponent I still think it makes up for this drawback.

If you get a chance listen to the guys from forge the narrative discussing it. People seem to hate summoning immediately because its so different to 7th, but 7th summoning was broken. They are of the opinion that tournaments will see people testing this out a lot more and that it definitely has its place. You can essentially change your army mid game in response to an opponents list! Thats a huge advantage.

First off I play Nurgle.
Why not use the Denziens of the warp and 1 cp to drop two trees down with some obliterators. Warp time a nurgle winged prince up under the tree with the obliterators and then summon. 4d6 summoning roll with rerolls could be pretty good.

On another note. I have had all my characters sniped by an eldar for before loosing 700 pts of summoning. It sucked.

Pestilence Provides.  
   
Made in au
Regular Dakkanaut




The real play with Death Guard is to take Possessed. They can benefit from Blades, VotLW, Virulent Blessing AND Locus of Virulence. Combined together your Possessed now do (on average) 2 damage + 0.5 mortal wounds/attack. Plus you wound literally everything in the game on a 2+. Have some trees in your deployment zone then use cloud of flies to keep them safe and you have a deathstar unit that will do 35+ wounds to a Knight.
   
Made in ca
Regular Dakkanaut




saint_red wrote:
The real play with Death Guard is to take Possessed. They can benefit from Blades, VotLW, Virulent Blessing AND Locus of Virulence. Combined together your Possessed now do (on average) 2 damage + 0.5 mortal wounds/attack. Plus you wound literally everything in the game on a 2+. Have some trees in your deployment zone then use cloud of flies to keep them safe and you have a deathstar unit that will do 35+ wounds to a Knight.

Possessed don't have plague weapons, so Blades of Putrefaction doesn't make them deal mortal wounds.

Possessed are also seriously expensive. For the same cost as 20 possessed, you could have 60 plaguebearers with 20 points left over.
   
Made in us
Utilizing Careful Highlighting





Augusta GA

A big blob of Alpha legion cultists with a Dark Apostle infiltrating in, then popping the daemon summoning stratagem on a bloodletter bomb. Worth using over denizens of the Warp? You get 30 nearly guaranteed bloodletters and 30 cultists rerolling all their hits, and it costs the same as denizen deepstriking the bloodletters normally. Plus a bunch of cultist bullet catchers to eat all the overwatch for the daemons so they’re fresh and raring to go.
   
Made in it
Contagious Dreadnought of Nurgle





well waprtime a model standing still in mov phase doesn't look like havy any sense, i prefer warptime for example the bloodletters i just evoked and get them in cac, or move that blob of Pb on a obj and so on... imho.


Automatically Appended Next Post:
 Badablack wrote:
A big blob of Alpha legion cultists with a Dark Apostle infiltrating in, then popping the daemon summoning stratagem on a bloodletter bomb. Worth using over denizens of the Warp? You get 30 nearly guaranteed bloodletters and 30 cultists rerolling all their hits, and it costs the same as denizen deepstriking the bloodletters normally. Plus a bunch of cultist bullet catchers to eat all the overwatch for the daemons so they’re fresh and raring to go.

if you intend dark pact it works only with world bearer characters not alpha legion, and if you mark the apostole alpha legion to infiltrate you cant use the stratagem with them, in any case Bl doesn't have the keyword "legion" so they cant benefit from apostole re roll aura.

This message was edited 1 time. Last update was at 2018/03/23 21:26:13


3rd place league tournament
03-18-2018
2nd place league tournament
06-12-2018
3rd place league
tournament
12-09-2018
3rd place league tournament
01-13-2019
1st place league tournament
01-27-2019
1st place league
tournament
02-25-2019 
   
Made in ca
Monstrously Massive Big Mutant






Has anyone had much success with Slaanesh renegades? I've been thinking about running a small force of them insside my World Eaters army (Say, 500 points to a 2000 list) and i'm wondering how they are. I'd be going renegades for that legion trait and for fluff, and i'd probably take a small amount of noise marines for the keks, as well as Bikers and a helbrute.

ALSO, the noise marine upgrade kit. Finecast or plastic?

This message was edited 1 time. Last update was at 2018/03/23 21:30:45


 
   
Made in gb
Potent Possessed Daemonvessel





Why Aye Ya Canny Dakkanaughts!

 vaklor4 wrote:
ALSO, the noise marine upgrade kit. Finecast or plastic?

Plastic!? Hahahahaha, you naive fool!

Ghorros wrote:
The moral of the story: Don't park your Imperial Knight in a field of Gretchin carrying power tools.
 Marmatag wrote:
All the while, my opponent is furious, throwing his codex on the floor, trying to slash his wrists with safety scissors.
 
   
Made in us
Utilizing Careful Highlighting





Augusta GA

 blackmage wrote:
well waprtime a model standing still in mov phase doesn't look like havy any sense, i prefer warptime for example the bloodletters i just evoked and get them in cac, or move that blob of Pb on a obj and so on... imho.


Automatically Appended Next Post:
 Badablack wrote:
A big blob of Alpha legion cultists with a Dark Apostle infiltrating in, then popping the daemon summoning stratagem on a bloodletter bomb. Worth using over denizens of the Warp? You get 30 nearly guaranteed bloodletters and 30 cultists rerolling all their hits, and it costs the same as denizen deepstriking the bloodletters normally. Plus a bunch of cultist bullet catchers to eat all the overwatch for the daemons so they’re fresh and raring to go.

if you intend dark pact it works only with world bearer characters not alpha legion, and if you mark the apostole alpha legion to infiltrate you cant use the stratagem with them, in any case Bl doesn't have the keyword "legion" so they cant benefit from apostole re roll aura.


I wasn’t specific, sorry. There’s a stratagem in the Daemon codex that lets you roll 4d6 to summon a unit but you take d3 mortal wounds. That character then gives a reroll 1’s aura to what it summons. The Apostle seemed like a better option than a Lord for this, due to making the cultist unit more survivable with his leadership buff and less likely to die. Although you could do some unlucky rolls and kill off the Apostle too. It just seems like a more efficient bloodletter bomb with the off chance that the character dies horribly.
   
Made in us
Legendary Master of the Chapter






 vaklor4 wrote:
Has anyone had much success with Slaanesh renegades? I've been thinking about running a small force of them insside my World Eaters army (Say, 500 points to a 2000 list) and i'm wondering how they are. I'd be going renegades for that legion trait and for fluff, and i'd probably take a small amount of noise marines for the keks, as well as Bikers and a helbrute.

ALSO, the noise marine upgrade kit. Finecast or plastic?


Not so much success though a ton of fun.

1k
Spoiler:
flying dp w/ double talons
jump pack lord with black mace
10 man csm with double melta and chainsword bolt pistols
in a rhino
5 man with flamers
5 man with autocannon
melta gun helbruit
5 man warptalons.


got wrecked pretty hard vs harliquin spam but i didnt really know what i was doing with them
got my pants stolen by jean stealers just erasing units left and right.
i got to dominate some cudstodes though i did get super lucky with objectives. (really really good at getting places with that CT)

This message was edited 1 time. Last update was at 2018/03/23 22:40:48


 Unit1126PLL wrote:
 Scott-S6 wrote:
And yet another thread is hijacked for Unit to ask for the same advice, receive the same answers and make the same excuses.

Oh my god I'm becoming martel.
Send help!

 
   
Made in gb
Potent Possessed Daemonvessel





Why Aye Ya Canny Dakkanaughts!

 Desubot wrote:
Not so much success though a ton of fun.

1k
Spoiler:
flying dp w/ double talons
jump pack lord with black mace
10 man csm with double melta and chainsword bolt pistols
in a rhino
5 man with flamers
5 man with autocannon
melta gun helbruit
5 man warptalons.


got wrecked pretty hard vs harliquin spam but i didnt really know what i was doing with them
got my pants stolen by jean stealers just erasing units left and right.
i got to dominate some cudstodes though i did get super lucky with objectives. (really really good at getting places with that CT)

Is the Mace really a better option than giving the elixir to the DP?

Ghorros wrote:
The moral of the story: Don't park your Imperial Knight in a field of Gretchin carrying power tools.
 Marmatag wrote:
All the while, my opponent is furious, throwing his codex on the floor, trying to slash his wrists with safety scissors.
 
   
Made in us
Legendary Master of the Chapter






Its honestly been pretty meh.

but it still hits like a brick.

 Unit1126PLL wrote:
 Scott-S6 wrote:
And yet another thread is hijacked for Unit to ask for the same advice, receive the same answers and make the same excuses.

Oh my god I'm becoming martel.
Send help!

 
   
Made in us
Regular Dakkanaut




I've started an Emperor's children army! My plan is to have a core of 3 squads of noise marines and two sonic dreadnoughts (from imperial armour/forgeworld index thing), 3 quad heavy bolter rapiers, and a big squad of 20 marines on foot.

In a few months I want to add a contemptor or two, a decimator, and maybe a regular helbrute. I would love to run a battalion with the noise marines in rhinos, the big squad of marines on foot, and a vangaurd detachment with a warpsmith or two, and all the dreads.

The basic plan would be to have the noise marines up, dismount and shoot, and then the dreads would all move in whilst firing and clean up in cc.

My gaming group uses old school scenarios like bases, big guns never tire, etc, so all these new card bases shenanigans are not a consideration. Also, I've played like 3 games in 8th so far, but I played a ton back in 5th and 6th, and tapered of playing in 7th.

Taking that into account, what do y'all fine folks think of the basic outline of this list?


 
   
Made in au
Regular Dakkanaut





 Badablack wrote:
 blackmage wrote:
well waprtime a model standing still in mov phase doesn't look like havy any sense, i prefer warptime for example the bloodletters i just evoked and get them in cac, or move that blob of Pb on a obj and so on... imho.


Automatically Appended Next Post:
 Badablack wrote:
A big blob of Alpha legion cultists with a Dark Apostle infiltrating in, then popping the daemon summoning stratagem on a bloodletter bomb. Worth using over denizens of the Warp? You get 30 nearly guaranteed bloodletters and 30 cultists rerolling all their hits, and it costs the same as denizen deepstriking the bloodletters normally. Plus a bunch of cultist bullet catchers to eat all the overwatch for the daemons so they’re fresh and raring to go.

if you intend dark pact it works only with world bearer characters not alpha legion, and if you mark the apostole alpha legion to infiltrate you cant use the stratagem with them, in any case Bl doesn't have the keyword "legion" so they cant benefit from apostole re roll aura.


I wasn’t specific, sorry. There’s a stratagem in the Daemon codex that lets you roll 4d6 to summon a unit but you take d3 mortal wounds. That character then gives a reroll 1’s aura to what it summons. The Apostle seemed like a better option than a Lord for this, due to making the cultist unit more survivable with his leadership buff and less likely to die. Although you could do some unlucky rolls and kill off the Apostle too. It just seems like a more efficient bloodletter bomb with the off chance that the character dies horribly.


Could be decent but pretty expensive for 2 CP.
   
Made in de
Hellacious Havoc





Hamburg

 vaklor4 wrote:
Has anyone had much success with Slaanesh renegades? I've been thinking about running a small force of them insside my World Eaters army (Say, 500 points to a 2000 list) and i'm wondering how they are. I'd be going renegades for that legion trait and for fluff, and i'd probably take a small amount of noise marines for the keks, as well as Bikers and a helbrute.

ALSO, the noise marine upgrade kit. Finecast or plastic?


Without Daemon support characters - i.e. Seeker Chariot Heralds / mounted Heralds - CSM daemon units with MoS are 'meh' at best. Double Chainfist Contemptor dreads are sinister IF they get there, outclassing Helbrutes but a mile. Here, the Renegade trait is really fun and quite dangerous. Bikes are 'meh' overall. They don't profit from Advance & charge since they're abyssmal in CQC. Not sure about the noise marines though, never used them & don't really like them either. I think CQC Chosen can work wonders with the Renegade trait - they're basically any-mark Berserker. Not competitive by a long shot. But 2/3 attacks per model with Chainswords / LC's or even Power-Weapons with Advance & charge plus any mark you like and a supporting Sorc, why not. And don't forget that Daemon Princes are included in the Renegade Trait. Even non-winged DP's are terrifyingly fast - not to mention how fast they are with wings. A Warptime'd Slaanesh DP with wings will always charge T1 no matter what. 12+d6+12+2d6 is 34" on average i believe (i'm poop at maths ). A pretty strong Distraction Carnifex for 180 points.
   
Made in gb
Huge Hierodule






Nottingham (yay!)

Infiltrating Dark Apostle using Summoning Stratagem to drop a Greater Daemon: 2CP, leaves a character with a couple of wounds running at the enemy just waiting to be sniped with rifles or niche psychic powers or a flanking charge, can still roll one too little to summon a GD, GD still has a 9” landing zone, adds cost of DA to cost of GD.

Warp-bombing a Greater Daemon: 2CP, GD has a Locus and access to Relics, doesn’t compel you to have a character with one or two wounds left follow the GD into the middle of the enemy army where a single advancing Flamer will kill him

I struggle to think of a way they could have made Summoning worse TBH

This message was edited 1 time. Last update was at 2018/03/24 13:24:11


   
Made in us
Longtime Dakkanaut




Summoning is good if you

A. Only need one extra unit that is able to be dropped in without breaking chapter tactics
B. Have the points to spare for pink splitting but then find by the 2nd turn your opponent isn't going to kill the pinks to cause it


I use summoning to get a changecaster or changeling all the time in my Tsons army because it's cheap and easy to get (really, you can't get a 4 on d3? Your the worst summoner ever and deserve the mortal wounds).
   
Made in ca
Monstrously Massive Big Mutant






On the notion of summoning, it's only useful for some Gods I find.

With armies like Tzeentch and Nurgle where you might not be moving all the time, your HQs can afford to stay put and drop stuff. But with Slaanesh and Khorne, you ALWAYS want to be moving, always always always. So its actually way too hard a nerf in my opinion to have your HQs squat.
   
Made in au
Regular Dakkanaut





Azuza001 wrote:
Summoning is good if you

A. Only need one extra unit that is able to be dropped in without breaking chapter tactics
B. Have the points to spare for pink splitting but then find by the 2nd turn your opponent isn't going to kill the pinks to cause it


I use summoning to get a changecaster or changeling all the time in my Tsons army because it's cheap and easy to get (really, you can't get a 4 on d3? Your the worst summoner ever and deserve the mortal wounds).


Quick question with splitting pinks, how many do people generally set asside for it. And do people generally split down to brims ?
   
Made in us
Longtime Dakkanaut




fishwaffle2232 wrote:
Azuza001 wrote:
Summoning is good if you

A. Only need one extra unit that is able to be dropped in without breaking chapter tactics
B. Have the points to spare for pink splitting but then find by the 2nd turn your opponent isn't going to kill the pinks to cause it


I use summoning to get a changecaster or changeling all the time in my Tsons army because it's cheap and easy to get (really, you can't get a 4 on d3? Your the worst summoner ever and deserve the mortal wounds).


Quick question with splitting pinks, how many do people generally set asside for it. And do people generally split down to brims ?


I normally keep 200 pts in reserve for summoning / splitting but it depends on what you have available as well. I mean if I only need a changling but roll high enough for a deamon prince then I will grab a dp.
   
Made in de
Hellacious Havoc





Hamburg

Furies & Fiends of Slaanesh are really funny to summon. Especially Fiends - Psyker debuff & locking tanks indefinitely can be fun, if not very competitive.
   
 
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