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The Unending Host has to be the primary detachment as a Master of the Horde is a compulsory Warlord choice, The Purge don't have this restriction. The reason for taking The Purge is to have the 4 extra HS slots and due to the fact that the compulsory is 2 elites which I would want to take anyway.
Unending Host:
Arch demagogue with MotH (with earthshakers).
4 Disciples with autocannon
5 Veterans
Melta
Platoon
15 renegades
2 melta, sigil, krak nades, militia training
15 renegades
2 melta, sigil, krak nades, militia training
15 renegades
2 melta, sigil, krak nades, militia training
Platoon
15 renegades
2 melta, sigil, krak nades, militia training
15 renegades
2 flamer, sigil, krak nades
15 renegades
2 flamer, sigil, krak nades
Platoon
15 renegades
2 flamer, sigil, krak nades
15 renegades
2 flamer, sigil, krak nades
15 renegades
2 flamer, sigil, krak nades
3 sentinals
Heavy flamers
3 spawn
3 spawn
2 Earthshakers
3 Giant Spawn (individual units)
Skyshield landing pad
The Purge
Arch Demagogue (with quad guns)
4 Disciples with autocannon
3 spawn
3 spawn
3 Rapiers
Militia training
3 Rapiers
Militia training
2 Quad guns
2 Quad guns
1850pts
Skyshield is there to give the rapiers a 4++ but more importantly a higher vantage point so that their field of fire is not cut off by my own forces. All the other fire support (apart from 2 autocannons) is barrage so doesn't worry about this.
2 of the spawn units and the giant spawn gain a 3+ cover from the renegades so will hang back and not just pelt forward. The Earthshakers (with WL) will also have a 3+ cover.
135 of the renegades, all with krak nades (inc 8 melta and 10 flamers) all respawn on a 2+ and get to outflank when they do. The sigils are there to make it likely that the opponent will have to kill whole units to get rid of them, and if they do, they have a 5/6 chance of simply reappearing.
The quad guns put down 16 blasts between them which count as dangerous terrain for a turn. This can be very tactically advantageous.
Sentinals there just because 3 heavyflamers in support for 60pts is pretty nice and they sync well with the (lack of) speed of the army. May take fire off the spawn and giant spawn.
Everyone aside from artillery crew and disciples have ccw&autopistols, so that they can be thrown into combat to benefit their short range and krak nades, and also help make sure they get wiped out to respawn.
The real damage dealers are the artillery, rapiers, spawn and giant spawn, but the sheer numbers of 'never ending' renegades and specials should help wear down the opponents forces substantially.
What do you think?
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