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Made in us
Regular Dakkanaut






HQ
Sorcerer (Balestar of Manon, Daemon heart, mastery 3, Sigil of Corruption, Disc)

Troop

Thousand sons (8 man, rhino)

CSM (Mark of Nurgle, melta, Rhino, champ w/ combi)

CSM (Mark of Nurgle, melta, Rhino, champ w/ combi)

Cultist (20 man)

Fast

Drake (hades)

Drake (hades)

Heavy

Obliterator (3 man, Mark of Nurgle)

Havoc (5 man, 4 auto cannons)

Havoc (5 man, 4 auto cannons)


take prescience as auto select for sorcerer and roll once on tzeentch and once more on divination, use disc to zip around and use prescience on drakes to TL a hades each turn, drakes blow up flyers, vehicles, t sons wipe infantry with rapid inferno bolts and spells, rain autocannon fire on vehicles/infantry. also thinking of taking on balefalmer and trying to keep the sorc near the hades.

the sorcerer is T5 with 2+ armor and 3+ invo

This message was edited 1 time. Last update was at 2014/04/18 22:21:32


 
   
Made in gb
Longtime Dakkanaut




The baleflamer is very good, you've a lot of unis that benefit from twin linking. How so you keep the sorceror alive? Consider a hellcult, with mark of tzeentch cultists to hide in and maybe buff up. Im not sure the nurgle marines will work, but could be wrong.

DFTT 
   
Made in us
Sword-Wielding Bloodletter of Khorne





Nice creativity. Here are some thoughts:

1. The sorcerer is going to draw lots of shooting till it's dead. I'd lose the disc and just put him with either the Sons or the CSM (depending on how many are in each squad, no specified in your list.)
2. The Tsons are kind of pretty easy to kill unfortunately. You'll need to position them really well on the board to avoid getting, say, flashlighted to death by First Rank Fire, Second Rank fire. They ain't plague Marines.
3. For 5 more points, you can scrap a drake and take a Forgefiend. It has an extra Hades Autocannon, double the firepower! And it can be useful starting turn 1. I've run a few with Divination help before, they always last at least 3 turns. You can also give your other drake a baleflamer this way as your FF has the same firepower as the 2 drakes previously did. And trust me, you want the flamer as it'll really roast back lines that hide behind their mother's skirts (cover). Drakes are good though with their survivability and vector striking. Presciencing a FF is pretty good AA too. Its' shots will probs pen, and rolling a 6 with 8 shots rerolling is pretty probable. Just something to consider!
4. With that many cultists, I'd say give them autoguns, 20 extra shots with an extra 12" range for 20 points, yum. That's if you intend to actually use em. If not, just go with 10 and spend your extra 50 points elsewhere.

I like this army quite a bit. How many points is this?
   
 
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