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[1850] - Renegade of Vraks and Khorne Daemonkin - Ragin Arty - Highly Competitive Blood Tithe List  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in us
Executing Exarch





McKenzie, TN

So I am half sharing a list I worked out and found extremely effective and half looking for a think tank to help put the final polish on this list. The idea is essentially the chaos lords stay in artillery units wracking up blood tithe points (note the BLOOD FOR THE BLOOD GOD! states at least 1 model in the unit needs the rule). I can also use one in the Renegade Command Squad to anchor the artillery line with Ld 10 if I need to. The demagogue stays out of trouble in an artillery unit to avoiding giving up 1st blood. He contributes strategic warlord traits which is not bad. There are several tricks built into this list which really makes it a nasty surprise for most of the top tournament lists.

1) ADL artillery is T7 2+ cover save when they GtG. My chaos lords are fearless. Thus I can jump the chaos lords into artillery units that have GtG and they will immediately be able to fire that turn. This severely neuters alpha strikes against my artillery. If I need to I can always put the lords into reserves to walk on with a rerollable 3+ and bring my artillery line back to shooting (say if there is a truly extreme alpha strike I need to avoid letting the chaos lord artillery units take).
2) I can pull the lord to daemon prince, get 2 blood thirsters trick with this list. I also have a very good chance to generate blood tithe points rapidly against many enemy lists due to 16 barrage templates per thudd gun unit.
3) The mobile scoring is actually pretty good for this type of army. 3 units of hounds, 2 DS blood letters, and a huge pile of barrage artillery with reserves manipulation gives me a pretty good shot at pretty much any objective starting turn 2.
4) I have a reasonable nod toward AA from the soul grinder + reserves manipulation and area denial but more importantly I am durable enough that I can take 5 flyrant's shooting for several turns without a huge amount of degradation to my artillery capabilities. By the time most flyer based lists have sufficiently damaged me the game is over.
5) Assault is the great weakness of my list. If I can get my blood tithe up fast enough I can remedy this with summoned units and turning a chaos lord into something nasty. The soul grinders, bloodletters, and hounds are also just enough to keep mediocre melee armies from walking up and punching my artillery units into oblivion. Also there is going to be a LOT of dangerous terrain.
6) My artillery is all in The Purge detachment. This gives me the great ability to leave dangerous terrain wherever my blast templates land for a turn. That can help a lot to limit my opponent's mobility and can make a surprising amount of difference in a game (BTW I once lost my jetbike farseer warlord to a dangerous terrain test )
7) I can shoot into CC with most of my artillery if I setup correctly. That is brutal when I can used hounds to cause early game assaults and bunch units up.

Some of the questions I have for you good folks that I need help with.
Q1) Should a drop some rapier batteries for another soul grinder? The extra melee, mobility, and AA would all be a boon but I loose some can opener ability and durability.
Q2) Should I take a herald instead of the second chaos lord? The extra wound and Ld seems worthwhile on the second lord but 20 pts is a rapier.
Q3) I could squeeze some extra pts from dropping a rapier unit or taking a herald rather than a chaos lord. I am thinking increasing the number of crew for one of the earthshaker units and one of the thudd gun units would help keep my warlord and chaos lord alive. My biggest problems have been holding off fast melee armies (white scars and rush style khorne daemonkin) and the artillery units loosing durability when the chaos lords join them as they cannot GtG (this is at it's worst against alpha strike armies, where I have on occasion nearly lost the units the chaos lords were in).
Q3) I could drop some of the rapier battery units and instead take an infantry platoon with a command vox. This would give me a much more reliable method to give the whole artillery line Ld10 from a 20 model fearless unit in cover and would also give me a couple of speed bump units. I wouldn't be terribly sad to loose the rapier units as they tend to be the low performers but when they perform they are really worthwhile.
Q4) with some fairly hefty rearrangement I could make this list a Blood Host + The Purge. I loose my 2 ObjSec units and would have to drop 1 earthshaker and pretty much all the rapier units with several other tweaks but it would give me extra blood tithe, additional MSU scoring units, and the other abilities. Right now I don't like it as I loose one chaos lord and thus could only "reactivate" one GtG artillery unit a turn in this setup...any advice? I should probably try it... but I barely have time to play around with this list.

Khorne Daemonkin (CAD)
HQ
Chaos Lord (135pts) Bolt Pistol, Kor'lath, The Axe of Ruin, Power Armour
Chaos Lord (75pts)

Troops
Bloodletters (80pts)
Bloodletters (80pts)

Fast Attack
Flesh Hounds (80pts)
Flesh Hounds (80pts)
Flesh Hounds (80pts)

Heavy Support
Soul Grinder (135pts)

Renegades of Vraks (The Purge)
HQ
Renegade Command Squad (80pts) 4x Disciple, Command Net Vox, Arch Demagogue - Ordnance Tyrant, Warlord

Elites
Renegade Heavy Ordnance Battery (165pts) 3x Artillery Carriage w/ Earthshaker Cannon, 12x Crew
Renegade Heavy Ordnance Battery (165pts) 3x Artillery Carriage w/ Earthshaker Cannon, 12x Crew
Renegade Heavy Ordnance Battery (165pts) 3x Artillery Carriage w/ Earthshaker Cannon, 12x Crew

Troops
Renegade Field Artillery Battery (120pts) 4x Field Artillery w/ Heavy Quad Launcher, 12x Crew
Renegade Field Artillery Battery (120pts) 4x Field Artillery w/ Heavy Quad Launcher, 12x Crew

Heavy Support
Renegade Rapier Laser Destroyer Battery (69pts) 3x Rapier, 6x Crew
Renegade Rapier Laser Destroyer Battery (69pts) 3x Rapier, 6x Crew
Renegade Rapier Laser Destroyer Battery (69pts) 3x Rapier, 6x Crew

Fortification
Aegis Defense Line (80pts) Barricades, Comms Relay


Thanks for staying with me. I appreciate it.

This message was edited 1 time. Last update was at 2015/05/05 06:28:22


 
   
Made in gb
Longtime Dakkanaut




Thats a lot of guns! :-/

A great concept for a list.


One thing that could help against a rush, is taking a (renegade obviously) inquisitor with servo skulls. Shuts down scout for not many points at all.



I'm not sure what the advantage of using the vraks list is if you aren't using the purge. If you use the IA13 list you could take a covenant of tzeentch and allow the rapiers to threaten flyers for not many points.


Automatically Appended Next Post:
Scratch that last one as rapiers can't snap shot. It works with lascannon squads tho.

I can't help but think that a bunker and wall of martyrs defenece line might help this list.

This message was edited 1 time. Last update was at 2015/05/05 05:50:10


DFTT 
   
Made in us
Executing Exarch





McKenzie, TN

Captyn_Bob wrote:
Thats a lot of guns! :-/

A great concept for a list.



Captyn_Bob wrote:
One thing that could help against a rush, is taking a (renegade obviously) inquisitor with servo skulls. Shuts down scout for not many points at all.

Not a bad idea. Though I would have to take one that could operate on it's own due to the allies level.


Captyn_Bob wrote:
I'm not sure what the advantage of using the vraks list is if you aren't using the purge. If you use the IA13 list you could take a covenant of tzeentch and allow the rapiers to threaten flyers for not many points.

Scratch that last one as rapiers can't snap shot. It works with lascannon squads tho.

I can't help but think that a bunker and wall of martyrs defenece line might help this list.

I actually am using the purge detachment. Also the IA13 list cannot take an Ordnance Tyrant (which means I have about 3 times the artillery I could bring).

One of the positives about this list is that it is both competitive and doesn't have any fluff inconsistant marks or covenants.

I love the Tzeentch covenant. If I could get an Ordnance Tyrant Warlord with Tz Covenant I could make a ridiculously competitive list. I almost exclusively run the IA13 Renegades and Heretics list with a Tz Mutant Demagogue, 4 units of ObjSec Spawn, and a unit of 6 lascannons in a bunker w/ Tz covenant.
   
Made in us
Longtime Dakkanaut




Looks like vraks gives you some fun toys then.

Consider Khorne heralds as a cheap way of getting fearless and BFTBG into units. They are pretty decent stock at 55 pts with an ap3 sword.

DFTT 
   
Made in us
Auspicious Daemonic Herald





The only real suggestion I have is to drop the soul grinder. Yes they are good but with it being the only vehicle in your list it will die very quickly and it doesn't provide enough anti-air to warrant taking regardless (3 Bs3 autocannon shots is not going to kill anything flying and it denies you charging that turn)

Also as a reminder that your renegades don't generate blood points (unless you attack your KhorneKin IC to them).
   
Made in gb
Prophetic Blood Angel Librarian




Purge get shred flamers right? Do they also have access to chaos sigils?

If so I'd drop the grinder and one unit of rapiers and replace these with:
20 renegades, 3 flamers, 1 sigil
20 renegades, 3 flamers, 1 sigil
11 renegades, 2 flamers

This will give you huge board control with what you already have, 3 speed bumps with very good short range anti-infantry power, whilst the sigils will be making them psudo-fearless (I know they are not, but with auto passing a moral test a turn, I rarely find myself having to take two). Also 3 more OS units.

I'd then personally drop the aegis down to a promethian relay pipes (with same upgrades), making those flamers torrent whilst also still granting a (not that dangerous for t7 artillery) 4+ cover.
   
Made in us
Executing Exarch





McKenzie, TN

Captyn_Bob wrote:Looks like vraks gives you some fun toys then.
Yep, the new detachments are both amazing. The Ord Tyrant is spectacular and a covenant of nurgle lets you take unlimited zombie units (if you want to create Z day list this is the way to do it). Using the Ord Tyrant with a huge swarm of ObjSec zombies is a very good list for the most part.

Captyn_Bob wrote:Consider Khorne heralds as a cheap way of getting fearless and BFTBG into units. They are pretty decent stock at 55 pts with an ap3 sword.
I am kind of considering perhaps a KD CAD + Allied Detachment to take 3 heralds. So I can have 3 blood tithe generating artillery.

CrownAxe wrote:The only real suggestion I have is to drop the soul grinder. Yes they are good but with it being the only vehicle in your list it will die very quickly and it doesn't provide enough anti-air to warrant taking regardless (3 Bs3 autocannon shots is not going to kill anything flying and it denies you charging that turn)
I wouldn't say it is easy to focus down the soul grinder. The rest of the list is all T7 so for most armies the same weapons are needed for both. However you are correct that the soul grinder is little more than a nod toward AA. I have been contemplating either 1) dropping hounds and rapiers to get 2 more soul grinders. They could act as my "mobile" objective takers. It would make my army slower but also give me a lot more AA and make the entire army require anti tank weapons to kill.

CrownAxe wrote:Also as a reminder that your renegades don't generate blood points (unless you attack your KhorneKin IC to them).

Yep, including KD ICs into artillery units is pretty much the central dogma of this list. I also usually shoot the no IC artillery first to weaken units and then finish them with the IC attached artillery.

Poly Ranger wrote:Purge get shred flamers right? Do they also have access to chaos sigils?
They do. Though these flamers also have gets hot!

Poly Ranger wrote:If so I'd drop the grinder and one unit of rapiers and replace these with:
20 renegades, 3 flamers, 1 sigil
20 renegades, 3 flamers, 1 sigil
11 renegades, 2 flamers

This will give you huge board control with what you already have, 3 speed bumps with very good short range anti-infantry power, whilst the sigils will be making them psudo-fearless (I know they are not, but with auto passing a moral test a turn, I rarely find myself having to take two). Also 3 more OS units.

Sigils just give stubborn and reroll morale in the vraks list. Also The Purge detachment doesn't get ObjSec.

Poly Ranger wrote:I'd then personally drop the aegis down to a promethian relay pipes (with same upgrades), making those flamers torrent whilst also still granting a (not that dangerous for t7 artillery) 4+ cover.
One of the things that makes this army so powerful in competitive play is that it has a 2+ cover save on many of the units when they GtG. Which I can then shoot normally next turn by moving a fearless KD lord into the unit. The promethian pipes gives some extra flamer range but I would rather just hammer wounds through anywhere on the board using thudd guns than have to depend on the opponent getting within 18-26" range of my pipes.

I have messed around with a similar list idea before. I prefer pure Renegades of Vraks for that though as you really need a critical mass of artillery to make the army work (ie so much that they have no choice but to come to you). It also IME doesn't work so well in score as you go missions as there are to many objectives the opponent could get on their board side.
   
 
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