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Made in it
Regular Dakkanaut




Hi everybody, I'm building a new list (as competitive as possible, within the limits of a CSM codex...) and I'm looking for advice.

Total Roster Cost: 1852

HQ: Chaos Lord
. . 1 Chaos Lord, 165 pts
. . . . Mark of Nurgle + Lightning Claw + Power Fist + Sigil of Corruption + Chaos Bike

Troops:
. . 7 Plague Marines, 178 pts
. . . . 2x Flamer

. . 10 Chaos Cultists, 50 pts

Fast Attack:
. . 5 Chaos Spawn, 180 pts
. . . . Mark of Nurgle

. . 1 Heldrake, 170 pts
. . . . Baleflamer

. . 1 Heldrake, 170 pts
. . . . Baleflamer

Heavy Support:
. . 3 Obliterator, 237 pts
. . . . Mark of Nurgle + Veterans of the Long War



Allies:

HQ:
. . 1 Lord of Change, 285 pts
. . . . Exalted Rewards 30 (Portaglyph) + ML3

Troops:
. . 3 Nurglings, 45 pts

Fast Attack:
. . 12 Flesh Hounds of Khorne, 192 pts

Heavy Support:
. . 1 Soul Grinder, 180 pts
. . . . Phlegm Bombardment + Daemon of Nurgle


The idea with the LoC is to fly around the first turns, dealing damage with Flickering Fire and Vector Striker, while buffing with Prescience either the Soul Grinder or the Oblits. The optimal would be to also roll Forewarning and cast it to the Spawns, so as to deliver safely the Lord, no matter what the enemy shoots.
The Plague Marines stay on the main objective, the Nurglings are hidden behind another one, while I reserve the cultist to make them last longer and do not offer First Blood too easily. Of course the plan is to exploit the Portaglyph to summon some more Daemonettes and make them run into capturing/contesting objectives.


Ideas? Comments?

This message was edited 1 time. Last update was at 2014/02/20 17:48:37


 
   
Made in us
Automated Rubric Marine of Tzeentch




Rose-Hulman Institute of Technology

You've got some good combos, and good on you for being different and taking nurglings. The LoC is the way to go if you want divination but dont want to take the herald and an escort group for him.

2 Heldrakes makes any list good.
Your biker lord isnt all that strong at the end of the day. Any true CC MC or FMC or Hero HQ will crush him. Remember that and use him and his squads durability and mobility to take out more shooting based squads. Use your speed to avoid getting caught by SS/TH termies or whatever.
Good choice reserving the cultists.

"We are the Red Sorcerers of Prospero, damned in the eyes of our fellows, and this is to be how our story ends, in betrayal and bloodshed. No...you may find it nobler to suffer your fate, but I will take arms against it." -Ahzek Ahriman
1250 Points of The Prodigal Sons  
   
Made in it
Regular Dakkanaut




 changerofways wrote:

Your biker lord isnt all that strong at the end of the day. Any true CC MC or FMC or Hero HQ will crush him. Remember that and use him and his squads durability and mobility to take out more shooting based squads. Use your speed to avoid getting caught by SS/TH termies or whatever.


Yes, that's exactly the plan, rush towards the deadliest enemy ranged unit and butcher it
Scary CC monsters and units meant to tarpit the enemy (Plague Zombies, SS/TH termies, etc..) are best outmanouvered and dealt by Oblits, Soul Grinder and LoC's psychic abilities.


I'm also interested on comments on the Flesh Hounds. I know they are considered very good, I wonder though if a group of 12 is good enough.
My original plan was to include 15 of them, but I'm struggling in fitting more than 12. Is it worth dropping 50 points somewhere? The problem is that I don't really know where to cut that many point, I fear I'd need to drop an Oblit or the Soul Grinder...

This message was edited 3 times. Last update was at 2014/02/21 09:14:00


 
   
Made in it
Regular Dakkanaut




Other suggestions?
   
 
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