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Made in us
Thrall Wizard of Tzeentch



Baltimore, MD

This is a list I've had a lot of fun running. Let me know what you think:

Helfist Murderpack Formation
1x Helbrute [Reaper Autocannon, Thunder Hammer] - Warlord
4x Helbrutes [Reaper Autocannon, Power Fist]

Helcult Formation
1x Helbrute [Power Fist, Plasma Cannon]
2x Cultist Squads [17x Cultists w/ CCW & Autopistol, 2x Cultist with Flamers, Cultist Champion w/ CCW & Autopistol]

Helcult Formation
1x Helbrute [Power Fist, Plasma Cannon]
2x Cultist Squads [17x Cultists w/ CCW & Autopistol, 2x Cultist with Flamers, Cultist Champion w/ CCW & Autopistol]

Mayhem Pack
2x Helbrute [Missile Launcher, Multi-Melta]
1x Helbrute [2x Power Fist w/ H. Flamer]

The Helcults sit in the back and hold objectives while the other 8 helbrutes run around in the enemies deployment making a mess. The character helbrute is interesting with almost any warlord trait, and generally a really cool "HQ". I've fared well with the list vs. everything but SM bike's with grav spam (although it was a close 7:8 point game) and tau as they can get through the AV 12 easy enough.
   
Made in no
Been Around the Block




I like the Helbrute, and think it is fun. but since you are saturating the field with av 12. Maybe a forgefind will give you some needed firepower. 8 str8 shots can realy do some damage. and with a pure Helbrute list. the mayhampack is a risk, if you are unlucky with your rolls. it might take a couple of turns before it comes. How will you deal with hordes?
   
Made in us
Krazy Grot Kutta Driva





UC Irvine

I want to see this in action
   
Made in us
Regular Dakkanaut





Hunting with the 13th

Ha Looks like filthy fun. Not sure if I like the missile launchers on the two members of the Mayhempack; that fist can come in awful handy in the turns after you drop in to say HI.

Other than that, I can't think of too much to add without detracting from the theme of your list. A Warpsmith would actually fit in quite nicely and loves hiding with fearless blobs, but then you need two troop slots unless you ran it unbound.

At 2000, I would add in a Chaos Knight and let the real fun begin.

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Made in us
Thrall Wizard of Tzeentch



Baltimore, MD

heavybtakingowa wrote:The mayhempack is a risk, if you are unlucky with your rolls. it might take a couple of turns before it comes. How will you deal with hordes?


Honestly, I don't fret that much about the Mayhem pack, its possible it could come in late but it'd take longer to walk the brutes over there anyway. As for hordes I've never had an issue, I bring 10 flamer templates to the table, as well as four blast weapons. Honestly I think MSU is whats hard for me. I can pick away at msu units pretty well, but 1 brute vs. a squad of marines doesn't always fair well for the big guys. Its particularly difficult to kills fast MSU armies, like eldar or bike marines because they move out of charge range quickly.

Thantos Kalev wrote:Ha Looks like filthy fun. Not sure if I like the missile launchers on the two members of the Mayhempack; that fist can come in awful handy in the turns after you drop in to say HI.


I don't disagree on the fist, the only reason i went for the ML was to have some more Firepower to throw at rear armor on vehicles. Originally I ran all members of the mayhem pack with fist/mm combo, but I struggled to remove armor from the table. Now I often times am able to do some serious damage to vehicles from a rangle. The 48" also proves really valuable after the brute clears his "landing zone"

This message was edited 1 time. Last update was at 2015/12/04 22:58:29


 
   
Made in gb
Dakka Veteran






You could easily squeeze in a warp smith using a purge detachment. One HQ and two elites (helbrutes?) required for that detachment.

This message was edited 1 time. Last update was at 2015/12/05 12:54:39


 
   
Made in us
Oozing Plague Marine Terminator





Very cool theme.
   
 
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