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I've got a tournament between a few friends of mine coming up soon, and I drew up a quick list that seemed fun to play as in my eyes, yet still hold its own against most armies; not really trying to be competitive. The 3 friends I'm having the mini-tournament with play CSM/IG, codex Space Marines and 'Nids, if that helps.
CSM
HQ
Daemon Prince: Daemon of Tzeentch, wings, power armour, Black Mace 265
Sorcerer (Gob): Terminator armour, Mark of Tzeentch, 2x additional mastery levels 150
Troops Chaos Cultists (Operation Human Shield): 20x additional cultists, 2x flamers 140
Chaos Space Marines (Tweedle-Dums): 5x additional marines, powerfist, rhino w/dirge caster 235
Chaos Space Marines (Tweedle-Dees): 5x additional marines, 2x plasma guns, powerfist - 25 points, rhino w/dirge caster 235
Chaos Cultists (Flagpole Sittas): 10x additional cultists, autoguns, 2x heavy stubbers 120
Heavy Support
Havocs: 4x autocannons 115
Havocs: 4x autocannons 115
Fast Attack
Raptors (Boba Fett's Cousins): 2x meltaguns, Mark of Khorne 125
Heldrake: Baleflamer 170
Heldrake: Baleflamer 170
Total 1840
Daemons
HQ
Herald of Khorne: lesser reward, greater locus of fury 85
Troops
Bloodletters: 10x additional Bloodletters, Bloodreaper 205
Bloodletters: 10x additional Bloodletters, Bloodreaper 205
Heavy Support
Soul Grinder (Leslie): Daemon of Khorne, phlegm bombardment 165
Total 660
Combined total 2500
The plan is to have the Tzeeny prince fly around causing mayhem and getting up in the enemy's faces, have Gob the sorcerer sit in the 30-man cultist blob, roll on Biomancy to be a beatstick and move upfield along with the CSM who move to lock the midfield down. A 20-squad of cultists hangs back to cover deployment objectives, and the havocs stay static and fire at armour/flyers/MCs. The Heldrakes hopefully come in on turn two to mess things up as do the raptors. Daemons start with the Soul Grinder on the field hawking phlegm at most things with the Herald while the Bloodletters hit the backline or the side of the enemy.
Thoughts dakkanaughts?
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