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Made in us
Thrall Wizard of Tzeentch



Baltimore, MD

As I stated in an earlier post, I'm looking into going back to playing chaos sometime soon. I've played around with several faction designs and ideas, including the flawless host list I posted yesterday. The list below is for a fluffy and only semi competitive word bearers list.

Version 1.0
Spoiler:


+ HQ +

Dark Apostle
Bolt Pistol, Gift of mutation, Power Maul, Sigil of Corruption, Veterans of the Long War
Warlord: Command Traits

Sorcerer
Mastery Level 3, Aura of dark glory, Spell familiar, Veterans of the Long War, Power Armour, Bolt Pistol, Force Weapon
Psychic Powers: Malefic Daemonology Primaris, 3 Malefic Daemonology Rolls

+ Elites +

Possessed
4x Possessed, Possessed Champion

Possessed
4x Possessed, Possessed Champion

+ Troops +

Chaos Cultists
Flamer, 10x Squad models (champion included)

Chaos Cultists
Flamer, 10x Squad models (champion included)

Chaos Cultists
Flamer, 10x Squad models (champion included)

Chaos Cultists
Flamer, 10x Squad models (champion included)

Chaos Space Marine Squad
19x Chaos Space Marine, 2x Flamer, Veteran of the long war
* Aspiring Champion
Bolt Pistol, Bolter, Power Axe

+ Fast Attack +

Raptors (145pts)
2x Plasma Gun, 4x Raptor, Veteran of the long war
* Raptor Champion
Bolt Pistol, Combi-plasma

+ Heavy Support +

Havocs
4x Havoc, 4x Lascannon, Veteran of the long war
*Aspiring Champion
Bolt Pistol, CCW

Obliterators
2x Obliterator

Tactics:
The cultists are deployed on, or within 12" of an objective in objective games. This provides the list with ample low-cost troops that can hold objectives. The 20 man squad is joined by the dark apostle, and largely advance on foot. It serves as a tarpit for enemy fire, soaking up wounds on mass 3+ armor. The very fact that it is 20 csm on foot lends itself to be targeted, which is its whole purpose. The possessed squads advance on foot, using fleet to run as quickly as possible, until they are with charging range of a unit. The possessed serve primarily to provide multiple threats to the enemies lines. The havocs remain in the back field, targeting high priority armor and MCs. The obliterators can either remain with the havocs, or deepstrike depending on which is more useful. The sorcerer serves primarily to summon daemons. Depending on what powers he rolls impacts what unit he joins. If sacrifice is rolled, he remains in the back field near cultists to fuel his spells. If offensive or buff spells are primarily rolled, the sorcerer joins one of the possessed squads, improving those unit's saves while also providing a deep strike beacon for the obliterators. If the sorcer instead focuses on using the primaris power, he joins the 20 man unit to better protect himself. The raptors use their high mobility to eliminate threatening TEQs or MCs.

Known Flaws:
The force advances entirely on foot, meaning that high mobility armies like jetbike eldar can be difficult to deal with. The list also lacks anti-air, however my local meta does not use many fliers. A few turns of bad luck summoning can also severely limit the effectiveness of the list.


Version 2.0
After some feedback from the community I integrated the rules from the crimson slaughter codex to make the list more effective across the board.

+ HQ +

Dark Apostle
Bolt Pistol, Gift of mutation (10pts), Power Maul, Sigil of Corruption, Daemonheart
Warlord: Command Traits

Sorcerer
Mastery Level 3, Aura of dark glory, Spell familiar, Power Armour, Prophet of the Voices, Bolt Pistol, Force Weapon
Psychic Powers: Malefic Daemonology Primaris, 3 Malefic Daemonology Rolls

+ Troops +

Chaos Cultists
3x Flamer, 30x Squad models (champion included)

Chaos Cultists
Flamer, 10x Squad models (champion included)

Possessed
9x Possessed, Possessed Champion

Chaos Space Marine Squad
19x Chaos Space Marine, 2x Flamer
* Aspiring Champion
Bolt Pistol, Bolter, Power Axe

+ Fast Attack +

Raptors (145pts)
2x Plasma Gun, 4x Raptor
* Raptor Champion
Bolt Pistol, Combi-plasma

+ Heavy Support +

Havocs
4x Havoc, 4x Lascannon
*Aspiring Champion
Bolt Pistol, CCW

Obliterators
2x Obliterator

Tactics:
These largely remain the same as above, however, the sorcerer can only join the possessed unit.

This message was edited 4 times. Last update was at 2014/05/29 11:07:45


 
   
Made in nz
Regular Dakkanaut






First thing that pops into my head is use the Crimson Slaughter supplement. It makes your possessed troops and have a better table to roll on.
   
Made in gb
Longtime Dakkanaut




Yeah, crimson slaughter would really help here. You lose veteran of the long war, but gain fear, possessed as troops, some decent artifacts including one that turns your sorceror into a daemon, allowing you to cast daemonology without perils every time.

I prefer big units of cultists, they're easier to keep in line with the dark apostle as well.

Technically, as they are the same faction, you could just take just the sorceror and possessed as crimson slaughter, and the rest as veterans, but the rules around that are a bit iffy.

You may struggle with warp charge, daemon allies might help.

DFTT 
   
Made in us
Thrall Wizard of Tzeentch



Baltimore, MD

Captyn_Bob wrote:
Yeah, crimson slaughter would really help here. You lose veteran of the long war, but gain fear, possessed as troops, some decent artifacts including one that turns your sorceror into a daemon, allowing you to cast daemonology without perils every time.

I prefer big units of cultists, they're easier to keep in line with the dark apostle as well.

Technically, as they are the same faction, you could just take just the sorceror and possessed as crimson slaughter, and the rest as veterans, but the rules around that are a bit iffy.

You may struggle with warp charge, daemon allies might help.


I didn't think about the relic that makes him a daemon. As for warp charge, I intend to largely summon pink horrors or heralds of Tzeentch initially to boost the effectiveness of summoning.
   
 
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