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Made in ca
Dakka Veteran




*** new list****
HQ
Ahriman - warlord
Typhus

TROOPS
35 zombies
35 zombies
35 zombies
35 zombies

FAST ATTACK
Heldrake
Heldrake
5 Nurgle Spawn

HEAVY SUPPORT
Fire Raptor

This is based on Da Boyz comp from last year. no more than 3 flyers, 2 sources, one forge world unit. no more than 2 of anything except for troops. I really like this list!

Ahriman infiltrates D3 units. depending on the role it'll either be 1-2 units of zombies and/or the Typhus blob with spawn. I do realize they can't charge on turn one if they infiltrate so it would depend on my opponents army if I want to run them or infiltrate.
In theory, I could infiltrate typhus out of line of site into a building if i thought he'd be safe. have the spawn run 12 and assault on turn 1 (potentially) and have Typhus join up with them. Either way.. it gives me versatility.

Infiltrating 2 units of 35 zombies is a royal pain in the ass. my goal for thsoe two squads is to get them into combat. most units dont ignore armour saves in combat and their FNP will really help them survive. with 35 wounds, nothing is going to cleave through that quickly.
If I'm worried about them getting charged by something that hits hard on a charge i could add Typhus to that unit instead and make use of his blight grenades.

The other two squads of zombies bunker down in ruins in my back half. spreading out enough that Ahriman can hide out, cast shrouded and hopefully boost both units to have some degree of shrouded.. maybe even in a ruin. with fearless and FNP on an objective.

Ahriman is also hoping for invisibility.. with 4 mastery levels the odds of getting invis and shrouded are pretty high. if so.. invis goes on the spawn unit with typhus. Ahri then shrieks 3 times per turn to ruin targets vulnerable to it.

add in two self explanatory heldrakes and the fire raptor to deal with just about everything and I'm pretty convinced this list could rock.
even against bike spam eldar.. if I go first and put up shrouded and invis the bikes won't kill all that much. two heldrakes and the ap3 fire raptor will delete three bike squads per turn. i LOVE that the fire raptor can shoot at 3-4 different units in one turn. and each gun is strong enough to threaten a target.

while i hate moving a lot of infantry, zombies are easy to keep track of and i think itll really throw a lot of armies for a loop having to deal with 140 bodies that i could care less if they die. and i only need 1 body per unit to survive to claim an objective. it could be a real nightmare. and thematically cool! I'll use the forgeworld nurgle sorceror as ahriman.

This message was edited 5 times. Last update was at 2015/08/19 15:15:47


 
   
Made in us
Lesser Daemon of Chaos





First thing that jumps out to me is the only thing you have on the ground could be easily penned in or locked in combat way longer than you might want. Coupled with no transports, you're not going to be blazing trails to grab objectives.

Zombies are crazy survivable in those big blobs, but there's loads of stuff they have no chance to hurt. Now you're left with 3 units to do any actual damage. Either Typhus/DP/Heldrake goes down and you lost 1/3 of your killing power. IDK, seems kind of risky. Could find yourself in a pickle real fast.
   
Made in ca
Dakka Veteran




thats true. but i plan on deploying two squads of zombies on objectives right away. if all goes well, theyll never move off of it. the other 2-3 squads would plan on getting to the halfway point and thats as far as id plan them to go.

im still left with 2 heldrakes, a daemon prince with burning brand and typhus who is a monster in combat (assuming i dont get him engaged in a fight he cant win)

the past few tournaments ive been to have seemed to be all about attrition and killing 200 zombies is a real mess. the fact that they dont shoot means i shouldnt get stuck slow playing. i dont think id have a problem playing 5 turns. and id be very happy to have the game end at 5 lol.

   
Made in us
Painlord Titan Princeps of Slaanesh





How do you sling shot typhus in squad of spawns? U can only move at the speed of the slowest model in the unit. That means your spawns have to slow down to 6" move for Typhus. If you move typhus and spawns 12" then you sir are a CHEATER!

This message was edited 1 time. Last update was at 2015/08/18 15:41:15


 
   
Made in us
Ultramarine Master with Gauntlets of Macragge




What's left of Cadia

I like the list, i do think you might need a little more killing power, but the list seems good to me.

TheEyeOfNight- I swear, this thread is 70% smack talk, 20% RP organization, and 10% butt jokes
TheEyeOfNight- "Ordo Xenos reports that the Necrons have attained democracy, kamikaze tendencies, and nuclear fission. It's all tits up, sir."
Space Marine flyers are shaped for the greatest possible air resistance so that the air may never defeat the SPACE MARINES!
Sternguard though, those guys are all about kicking ass. They'd chew bubble gum as well, but bubble gum is heretical. Only tau chew gum
 
   
Made in ca
Dakka Veteran




its quite easy. i did well at a tournament a few weeks ago using beasts of nurgle to slingshot epidemius.

you deploy the unit as far forward as possible with typhus right at the tip. he'd be 24" away from the opponents deployment zone.

on turn one one spawn moves 12" forward. typhus moves 6" forward. you've got 6" of space between the two models. you move the other spawn and keep two in between.

depending where your opponent moves you can get a Turn 1 or Turn 2 charge easily.

if your opponent went first and moved up lets say 6" then your spawn is only 6" away. a decent charge role and you're in combat. that combat movement brings Typhus closer. the pile in brings him closer. even if he misses a round he is still in the combat, safe from shooting and able to start fighting afterwards. his lack of 12" really isn't a hinderance of any problem.
   
Made in us
Lesser Daemon of Chaos





Ah, I see. I replied before your whole list was posted.

Seeing the Spawn/Typhus combo, I would echo what Filch mentioned though. Typhus can never go faster than 6" + run. So the spawn will be great at taking wounds and swarming around him sure, but he'll still take his sweet time reaching anything of value. I would just be concerned that a smart opponent would constantly kite Typhus and never let him get into threat range.

Regarding dropping the Aegis for Rapier squads, that sounds awesome. It would really give your backfield some punch and would make light armor/troops wary of coming into range/LoS.
   
Made in ca
Dakka Veteran




@War Kitten ; i'm interested to try it out and see if you're right. the point of the list is banking on the fact that most armies wont have enough firepower to kill the zombies. my other units are survivable and will probably take 1-3 turns of shooting to really nuke them.

if you shoot at the zombies, my other stuff kills you.
if you shoot at my other stuff, you wont have enough turns to kill the zombies. theyre fearless and objective secured and with such a big footprint they can easily deny my opponent from getting into contest range.

i dont need to table an opponent, just tactically remove a couple of their fast scoring units so my zombies can feast in peace.


Automatically Appended Next Post:
@clamclaw

unfortunately i can only bring one rapier squad. comp only allows one FW unit. id love to bring three lol. thatd be a staple of any tournament that allows it for me.

but as i said above, ive had lots of success getting slow units into combat by tagging along with beasts or bikes etc. typhus may not be able to MOVE more than 6" but if i deploy half decently, the charge will get him there more often than not.

This message was edited 1 time. Last update was at 2015/08/18 15:47:18


 
   
Made in us
Lesser Daemon of Chaos





raoiley wrote:

i dont need to table an opponent, just tactically remove a couple of their fast scoring units so my zombies can feast in peace.


That's a good point, and something I need to focus on tactically. It's easy to get caught up blowing units off the board, but totally forgetting the win conditions.
   
Made in ca
Dakka Veteran




reposted! had a few tweaks last night and I'm convinced this is the list I want now!!
   
Made in gb
Dakka Veteran






Which squad does Ahriman go with ? Can't mix marks.. You going to run him solo?
   
Made in ca
Dakka Veteran




Just with zombies.. they're not marked
   
Made in gb
Dakka Veteran






Oh yeah, good stuff!
   
Made in us
Ultramarine Master with Gauntlets of Macragge




What's left of Cadia

I like the new list. Let us know how it goes

TheEyeOfNight- I swear, this thread is 70% smack talk, 20% RP organization, and 10% butt jokes
TheEyeOfNight- "Ordo Xenos reports that the Necrons have attained democracy, kamikaze tendencies, and nuclear fission. It's all tits up, sir."
Space Marine flyers are shaped for the greatest possible air resistance so that the air may never defeat the SPACE MARINES!
Sternguard though, those guys are all about kicking ass. They'd chew bubble gum as well, but bubble gum is heretical. Only tau chew gum
 
   
Made in ca
Dakka Veteran




Will do! It'll be interesting. I really really hate infantry lol.
Even if the list kicks ass, I'm hoping the zombies don't annoy me too much not to use them. But hey no shooting at least. I've run 70 before and it's not so bad although I plan on being more engaged with them here so well see!
   
Made in us
Drew_Riggio





How are you dealing with high armor?

I think you are going to have some people argue that zombies are nurgle units.
   
Made in ca
Dakka Veteran




They can argue all they want, the rule says you can't have a marked character join a unit of a different mark.

Cultists CAN buy marks but I didn't and as zombies they are explicitly forbidden from buying upgrades.

Finally, the zombie rule doesn't give them mark of nurgle nor does the faq. I'd welcome the mark.. they'd then go up to T4. I'd gladly change my list for 140 T4 zombies but it doesn't work. I'm definitely covered on that one.

As for armour.. I plan to ignore it. I've never encountered high armour that was a threat. Most armour is weak on the back and I can assault it to death. If a landraider is on the board ill gladly let it snap shoot my flyers or kill four zombies a turn. Even a knight wouldn't be a big deal. Just tie it up with zombies. I have so many models that it won't have any place to run reliably and it's guns won't do much when im fearless and shrouded.

This list is all about scoring and not dying. I'm opting for damage units that can threaten other scoring for the most part. But we'll see how it goes in real life!
   
Made in us
Drew_Riggio





Well I would be less concerned with opponents arguing since this is a tournament, but more interested if the TO or judge has issue with it.
   
Made in us
Nurgle Predator Driver with an Infestation




How could they have an issue? These are simply cultists which trade guns for fearless, FNP, and SnP. They have no mark of chaos, and so any IC could join them. He can't join the same unit as Typhus joins but that's really the only restriction here.
   
Made in ca
Dakka Veteran




^ true.
sure the zombies are nurgle fluff, but the rule is very explicit about who can join what units. it's not abuse or exploiting a broken rule. the zombies aren't marked.

like i said, if they WERE, then id build a list around marked zombies and deal with Ahri some other way.

As unclean one said, I can't join him to the Typhus blob but he can hide out with the zombies.
   
 
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