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 Godless-Mimicry wrote:
 Swara wrote:
So after looking it over I think I'm going to be fielding Typhus and a Sorcerer on palanquin with 115 zombies. Then beyond that, 3 hellbrutes, 1 maulerfiend, and 2 forgefiends. Should have plenty of bodies to sit on objectives or tie up just about anything else.


Dreadknight says hi.


Typhus says hi back : P

Though I haven't fought them for a while now, I'm sure I can find some ways to handle them.

This message was edited 1 time. Last update was at 2012/10/04 01:14:50


9k  
   
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Limerick

 Swara wrote:
 Godless-Mimicry wrote:
 Swara wrote:
So after looking it over I think I'm going to be fielding Typhus and a Sorcerer on palanquin with 115 zombies. Then beyond that, 3 hellbrutes, 1 maulerfiend, and 2 forgefiends. Should have plenty of bodies to sit on objectives or tie up just about anything else.


Dreadknight says hi.


Typhus says hi back : P


Well I was mainly talking about how his Heavy Incinerator fries all your Troop choices without batting an eyelid (in other words, take some Marines), but even with what you have suggested, a Dreadknight kicks the crap out of Typhus. In combat the Dreadknight attacks first, hits with 2A, hits with a third from his re-rolls, then does 2.92 wounds (after re-rolls), of which Typhus saves 0.97, and so he dies outright before ever getting to swing. And that's from a 185pt model.

So like I said, Dreadknight says hi.

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Codex Space Marine is renamed as Codex Counts As Because I Dont Like To Loose And Gw Hates My Army.
 
   
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There is good reason that the successful GK lists feature DKs. My daemons hate them. I can hurt terminators - flamers, GUO w/ breath, etc. I cannot really do much with DKs but try and avoid them. They are very tough to deal with unless you are spamming high strength dakka. I have used boon of mutation but that really is not a high percentage move unless spamming boons.

 
   
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I think the Mauler would be a pretty good opponent for him. Though himself and he reduces his attacks by 2.

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Limerick

 Swara wrote:
I think the Mauler would be a pretty good opponent for him. Though himself and he reduces his attacks by 2.


Each of his attacks has a 45% chance to destroy the Maulerfiend outright. So you really need the Tendrils here to survive, but then the Maulerfiend only does 0.83 wounds on average to the Dreadknight, and the Dreadknight still has a fairly good chance back of killing it outright. So I don't think he's a great option.

Chaos doesn't have a lot of great options against DKs honestly, though Oblits probably have the best bet over a few rounds. Abaddon on the charge could probably handle him over some rounds as well.

This message was edited 1 time. Last update was at 2012/10/04 12:41:12


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Hamburg

 Godless-Mimicry wrote:
 Swara wrote:
I think the Mauler would be a pretty good opponent for him. Though himself and he reduces his attacks by 2.


Each of his attacks has a 55% chance to destroy the Maulerfiend outright. So you really need the Tendrils here to survive, but then the Maulerfiend only does 0.83 wounds on average to the Dreadknight, and the Dreadknight still has a fairly good chance back of killing it outright. So I don't think he's a great option.

Chaos doesn't have a lot of great options against DKs honestly, though Oblits probably have the best bet over a few rounds. Abaddon on the charge could probably handle him over some rounds as well.

Well, meltas or plasma gun can kill a DK. I've done it with my Fire Dragons, killing two DKs in consecutive turns.
Nevertheless, I agree that some armies have a hard time to remove DKs ASAP.

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Does the DK's dark excommunication work on the mauler or other chaos fun toys?

+ Thought of the day + Not even in death does duty end.


 
   
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Limerick

Sorry edited my post; I calculated the chance for each of his attacks not to damage, but forgot to take that away from 100, so it is actually a 45% chance with each attack to destroy the Mauler.

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Indiana

Chaos has the ability to bring the melta and plasma like no other army does. So it will be interesting to see how that plays out. Also buffs/debuffs from psychic powers

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 Leth wrote:
Chaos has the ability to bring the melta and plasma like no other army does. So it will be interesting to see how that plays out. Also buffs/debuffs from psychic powers

However, if the main delivery vehicle for meltas and plasma guns is the good old Rhino, the enemy will see it coming.

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Yes, dreadknight say's hi. But every single unit in this game, has their rock-paper-scissors unit that will kill them easily. It's about making an army that has a balanced amount of rocks, paper, and scissors, to counter your enemies. Obviously he isn't going to send a horde of zombies, to kill your dreadknight, and if he knows you have one, he will send something to protect the zombies from it.
   
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I think that coupled with a dark apostle they can be pretty nasty... The guy gives them Zealot (Ferless+ hatred) ...so you can refuse the challenges with the Dark apostle and keep them fearless if i get it correct...
Source: it's possible that i have a chaos dex in front of me... but if you ask I absolutely deny...
   
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Evileyes wrote:
Yes, dreadknight say's hi. But every single unit in this game, has their rock-paper-scissors unit that will kill them easily. It's about making an army that has a balanced amount of rocks, paper, and scissors, to counter your enemies. Obviously he isn't going to send a horde of zombies, to kill your dreadknight, and if he knows you have one, he will send something to protect the zombies from it.

If you see him coming. DKs are better fielded in pairs. So with teleporters and heavy incinerators, they will be in the face of the enemy army in no time able to murder a larger unit like Cultists in no time.

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Also typhu makes pretty nasty zombies... fearless Fnp zombies that are also scoring... I wouldn't count on them to kill enemies bu surely they are great objective holders...
   
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Limerick

Evileyes wrote:
Yes, dreadknight say's hi. But every single unit in this game, has their rock-paper-scissors unit that will kill them easily. It's about making an army that has a balanced amount of rocks, paper, and scissors, to counter your enemies. Obviously he isn't going to send a horde of zombies, to kill your dreadknight, and if he knows you have one, he will send something to protect the zombies from it.


Did you read that conversation between me and Swara properly at all? I wasn't saying a Dreadknight says hi to his unit, I was saying a Dreadknight says hi to his whole list. He proposed a list of only Typhus, Zombies, and Fiends, none of which threaten a Dreadknight and all of which get squished by Dreadknights. As I said in that conversation also is that he should put Marines in his list to counter that glaring weakness. You would have seen that had you read it all.

I'm not having a pop at you, but it does pay to read the whole topic so that nothing is put out of context.

This message was edited 1 time. Last update was at 2012/10/04 14:55:46


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With still keeping my list very Zombie cultist heavy what additions, subtractions should I take? I had my forgefiends set up for twin hades cannons to handle both flyers and vehicles. They would be ok vs DK, but don't have the AP punch to do it well. I am a bit worried about not having very much AP2 weapons and a fix would be to take a forgefiend with cannons, but the gets hot of them just.. erks me. A vehicle taking glancing hits from his own weapon is just silly.

And also, thank you for the help, I'm just doing some list making in my head before I buy more stuff.


Automatically Appended Next Post:
 Godless-Mimicry wrote:
Evileyes wrote:
Yes, dreadknight say's hi. But every single unit in this game, has their rock-paper-scissors unit that will kill them easily. It's about making an army that has a balanced amount of rocks, paper, and scissors, to counter your enemies. Obviously he isn't going to send a horde of zombies, to kill your dreadknight, and if he knows you have one, he will send something to protect the zombies from it.


Did you read that conversation between me and Swara properly at all? I wasn't saying a Dreadknight says hi to his unit, I was saying a Dreadknight says hi to his whole list. He proposed a list of only Typhus, Zombies, and Fiends, none of which threaten a Dreadknight and all of which get squished by Dreadknights. As I said in that conversation also is that he should put Marines in his list to counter that glaring weakness. You would have seen that had you read it all.

I'm not having a pop at you, but it does pay to read the whole topic so that nothing is put out of context.


I also have hellbrutes in there with probably with reaper ACs. Though I COULD put plasma on them. I do see your point though, just trying to figure out a good list with the stuff I have. : P
And by good, it doesn't have to be tourney good, just fun to play and play against.

This message was edited 2 times. Last update was at 2012/10/04 15:05:38


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Limerick

I'd drop the Helbrutes for some Marines with Plasma Guns. Your only glaring weak point then is flyers. The Forgefiends are good enough at it, but all of our dedicated AA are better and cheaper. Something along the lines of Typhus, some Zombies, some Marines, 2 Dragons and 2 Fiends.

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The other route I was thinking about taking was with IG allies. Something like -

Spoiler:

Typhus
Sorcerer on mount
115 zombies
maulerfiend
3 Demo LRs
Aegis line w/ vets maning it.

Zombies can handle keeping anyone from getting near the LRs while they move up with plenty of firepower. Just an idea. I also like basilisks, they might be good behind the line with the vets.
I was also looking at the 3 hydras.. as they are pretty damn cheap for what they can dish out.


Sorry for rambling, helps me think.

This message was edited 1 time. Last update was at 2012/10/04 16:10:27


9k  
   
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Limerick

Not a bad idea but the problem is those 3 Russes all have to target the same unit. The Mauler doesn't fit in, and the Sorcerer is unnecessary, so in that sort of list I think Guard are the better primary detachment, using Typhus and 70 Zombies to ally along with any other stuff you need.

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I have found that when makin lists with guard allies it is better to use the guard army as the primary detachment. Guard just have too many nice toys in the heavy slot to limit yourself to just one. Take two manticores and a dual LR combination. That's your 3 heavy slots filled. Take a vendetta or a couple in your fast slot.

   
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 Godless-Mimicry wrote:
Not a bad idea but the problem is those 3 Russes all have to target the same unit. The Mauler doesn't fit in, and the Sorcerer is unnecessary, so in that sort of list I think Guard are the better primary detachment, using Typhus and 70 Zombies to ally along with any other stuff you need.


I know I'm rusty when I don't remember groups of vehicles have to target the same thing. The sorcerer in my mind was there to augment the zombies or whatever they are fighting, using maledictions or buffs to make them go farther in combat. Probably not as solid as it sounded in my head.

What do you guys think about the fortress of redemption. I have one laying around that is just dying to be committed to Nurgle.

Also, sorry to derail the thread a bit. Though I guess it's still about cultists and how to fit them into an effective army : P

9k  
   
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Limerick

From what I've seen the Fortress lends to limited tactics while also bottling up your deployment and sinking a lot of points from your list.

I think an ADL would be great in a Zombie list though, given you can still leave a unit at home and G2G, meaning you've got a 2+ cover followed by 5+ FnP. That's going to be hard to shift, even at T3.

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Codex Space Marine is renamed as Codex Counts As Because I Dont Like To Loose And Gw Hates My Army.
 
   
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We are all doomed, the zombies have learned to use cover. lol.


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 punkow wrote:
I think that coupled with a dark apostle they can be pretty nasty... The guy gives them Zealot (Ferless+ hatred) ...so you can refuse the challenges with the Dark apostle and keep them fearless if i get it correct...
Source: it's possible that i have a chaos dex in front of me... but if you ask I absolutely deny...


chaos cannot refuse challenges

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 Godless-Mimicry wrote:
From what I've seen the Fortress lends to limited tactics while also bottling up your deployment and sinking a lot of points from your list.

I think an ADL would be great in a Zombie list though, given you can still leave a unit at home and G2G, meaning you've got a 2+ cover followed by 5+ FnP. That's going to be hard to shift, even at T3.


Fearless models can't go to ground.

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 Hulksmash wrote:
 Godless-Mimicry wrote:
From what I've seen the Fortress lends to limited tactics while also bottling up your deployment and sinking a lot of points from your list.

I think an ADL would be great in a Zombie list though, given you can still leave a unit at home and G2G, meaning you've got a 2+ cover followed by 5+ FnP. That's going to be hard to shift, even at T3.


Fearless models can't go to ground.


That's right, totally forgot that.

9k  
   
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Limerick

 Hulksmash wrote:
 Godless-Mimicry wrote:
From what I've seen the Fortress lends to limited tactics while also bottling up your deployment and sinking a lot of points from your list.

I think an ADL would be great in a Zombie list though, given you can still leave a unit at home and G2G, meaning you've got a 2+ cover followed by 5+ FnP. That's going to be hard to shift, even at T3.


Fearless models can't go to ground.


Bust, ah well. Was a thought.

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Indiana

If I had IG allies I would Just take a CMD squad, 1 platoon, and as many heavy weapons teams as I could. You need them for the weapons, not for the scoring(if you got zombies) So get those orders out and use that to try and bring down some vehicles.


Also 4+ cover 5+ FNP is still nothing to sneeze at.

This message was edited 1 time. Last update was at 2012/10/05 01:41:22


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