Our
LGS has a campaign going with some challenges thrown in. Some of them includes stuff like building an army that can win a game without firing a single shot! With that in mind, I have come up with a
CSM list that will refuse to do any shooting at all, and rely on only assault to win. Please help gives comments and advice. (Note that my opponent is free to bring any list he wants, including a shooty list. Because its me that wants to achieve this challenge, not him).
HQ
Huron BlackHeart (in landraider)
Khorne Chaos Lord, sigil, axe of biting fury on Juggernaut
Troops
32 Cultists
32 Cultists
9 Khorne Berserkers, champ with power axe, melta bomb, icon of wrath (riding in a landraider).
Fast Attack
3 groups of Khorne Chaos Spawn (5 in each group).
(Juggerlord goes in one of the groups)
Elite
3 single units of 1 Multilator, mark of Khorne, veterans of long war each unit.
Heavy Support
2 Mauler fiends
1 Landraider with dozer blade and dirge castor
Total 1998 points.
So, the 2 mauler fiends, the landraider, and the 3 groups of khorne chaos spawn will all move forward 12 inches during movement phase, and then either flat out another 6 inches or run another
d6 inches in the first turn. They should be very near to the opponent and scaring his pants off at this stage.
I will use Huron's infiltrate to put my at least 1, or not both groups of my cultists within 18 inches. Then they both also run as fast as possible forward. They will be slightly behind the first group of death (spawn,
LR and the 2 mauler fiends).
Turn 2, with luck, everyone would be in range to charge after movemen (except the cultists, possibly even the cultists). So, turn 2, all the charges would go off. Landraider will dislodge Huron and the berserkers who will also charge in. So, a possible 6 charges going off in turn 2 not counting the cultists behind the first wave. Turn 2, with luck, the single multilators will also deep strike in behind enemy lines. I will take risks with these guys, place them 2 inches behind enemy units I want to charge next turn. At this point, opponent won't have much space left to move around, or his units are locked in combat already. So, he will not be able to move away from my multilators.
Turn 3, even the 2 big blobs of cultists and the mutilators will be able to charge in by then into the massive melee going on.
Turn 4 to end. massive melee on his side of the table until either he is tabled, or I am tabled.
lol
End result, not a single shot fired. The Landraider is a delivery platform.
The 2 big blobs of cultists are there to add numbers to my army (which would otherwise be a very low model count army), contest objectives, and add assult power as a second wave. Plus if they get totally ignored, then on the charge, that's over 90 attacks going in, which is no joke. If the opponent shoots them, then he is ignoring all of the big potential threats. Same goes for the 3 multilators. I know people don't think they are good. But in this assult based army, I am hoping they will pull their weight. By turn 3, which is when they can charge, the opponent's army is locked in place, with nowhere to run to. And I will deep strike them in close. Even if I lose one or two, its not a big deal, but if they can charge in, they will do a ton of hurt as well on whoever gets hit by them. I am just hoping that the opponent will be too busy by then to worry about them but when they are able to charge into combat, they will definitely make back their points and more.