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Made in us
Krazy Grot Kutta Driva





UC Irvine

First list I've tried writing with IA13. I hope to expand on the army but currently all I have are a bunch of models who use to be cultists.

CAD 1
HQ:
Command Squad 110pts
Arch Demagogue
(Bloody Handed Reaver, Covent of Nurgle, Power Fist) (Will join the Mutant Rabble)
-Vox Caster
-Auto Canon Team


Enforcers 195pts
-2 Combat Drugs/Power Axe (Mutant Rabble and 1 Slaanesh Marine Blob)
-2 Power Axes (2Vet Squads)

Troops:
18 Plague Zombies 54pts

30 Mutant Rabble 100pts
-Flak Armor

10 Vets with Hotshot Lasguns 100pts
-Grenadier
-2 Hotshot Volley Guns
-Deepstrike USR

10 Vets with Hotshot Lasguns 100pts
-Grenadier
-2 Hotshot Volley Guns
-Deepstrike USR

Heavy Support:
Renegade Support Squad 65pts
-3 Missile Launchers
-Militia Training

CAD2-Crimson Slaughter
HQ:
Dark Apostle 110pts
-Melta Bombs
(To run in the Mutant Rabble Group)
Sorcerer 110pts
-ML3
-Spell Familiar
-Melta Bombs
(to run with Slaanesh Blob)

Troops:
6 CSM 103pts
-Melta
-Melta Bombs on Champ
20 CSM 390pts
-MoS, IoE, CCW(Swap), 2 Meltas, Champ gets Power Fist & Melta Bombs

Elites:
5 Noise Marines with BM 125pts
5 Noise Marines with BM 125pts
Draznight's Ravagers 160pts
-4Plasma Guns (Preferred Enemy)

11 Units
123 Bodies
1847 Points Flat

Tactics: Plague Zombies make up the first wave, Mutant Rabble the second, and Slaanesh Blob the third. The Chosen (Taking them because I like my Plasma Chosen models) and CSM melta squad charge on ahead, sticking close behind the other units to avoid being targeted and forced into LD Checks. Noise Marines and Renegade Command Squad hold back on objectives. Renegade Vets deepstrike and target anything with a 3+Sv.

Haven't decided on what Powers to roll yet. Biomancy for single buffs, telepathy for invisibility, or Satanic for HammerHead.

Like I said, it's a casual list but I'd like to know what you guys think, and what I should start buying when it comes to Renegade and Heretics.

This message was edited 5 times. Last update was at 2015/12/08 10:10:20


 
   
Made in gb
Dakka Veteran






I would use a platoon instead of mutant rabble. You'll be capped at 20 per squad if you are taking bloody handed reaver but the chaos sigil, special weapons and Krak grenades would be worth it.
   
Made in gb
Longtime Dakkanaut




Can enforcers join marines units?

DFTT 
   
Made in gb
Dakka Veteran






Just mutants, platoons and veterans.
   
Made in us
Krazy Grot Kutta Driva





UC Irvine

I opted for the mutant rabble so I could make the most of the buffs (Apostle/Enforcer/FNP), honestly don't know how much the uncertain worth will come into play so I figured more wounds was better. What would be the benefit of taking the platoon? (I only have the 30 former cultists)

I know theyre battle brothers so I figured they could join eachothers squads but the Enforcers do have a set number of squads like above, it was a midlist switch so I didn't bother to look back.
   
Made in gb
Dakka Veteran






The main sticking point is the Chaos Sigil. If your Dark Apostle dies the squad is going to run away and get swept.
   
Made in us
Krazy Grot Kutta Driva





UC Irvine

Updated List: If its underlined there has been a change, one point shy of 1850

CAD 1
HQ:
Command Squad
Arch Demagogue
(Bloody Handed Reaver, Covent of Nurgle)

-Vox Caster

Enforcers
-2 Power Axes (2Vet Squads)


Troops:
18 Plague Zombies

3x10 Infantry Squads
-Militia Training
-Chaos Sigil
-Plasma Guns
-Flak Armor


10 Vets with Hotshot Lasguns
-Grenadier
-2 Hotshot Volley Guns
-Deepstrike USR

10 Vets with Hotshot Lasguns
-Grenadier
-2 Hotshot Volley Guns
-Deepstrike USR


Heavy Support:
Renegade Support Squad
-3 Las Cannons
-Militia Training

Heavy Ordinance (EarthShaker)
-Militia Training


CAD2-Crimson Slaughter
HQ:
Sorcerer
-ML3
-Spell Familiar
-Melta Bombs
(to run with Slaanesh Blob)


Troops:
5 CSM
-Melta
-Melta Bombs on Champ
20 CSM
-MoS, IoE, CCW&Boltgun, 2 Meltas, Champ gets Power Fist & Melta Bombs


Elites:
5 Noise Marines with BM
5 Noise Marines with BM

Draznight's Ravagers
-Melta Bomb on Champ
-4Plasma Guns (Preferred Enemy)

I actually like this list a lot more. Cutting out those enforcers and the dark apostle saved me a lot of points (though its a shame Ill never get any use out of my dark apostle).
What do you think of the updated list?

This message was edited 3 times. Last update was at 2015/12/09 19:44:08


 
   
Made in gb
Dakka Veteran






One small problem, and it is a question I have wondered also...
I don't think your Enforcers can join Grenadiers. It's very specifically Veterans, and once they're upgraded to Grenadiers they're no longer Veterans... I've asked before on this forum and the consensus was we're not allowed Enforcers in our Chaos Scion Squads.
   
Made in gb
Longtime Dakkanaut




... hmm

.. one can read rules too literally.

This message was edited 1 time. Last update was at 2015/12/10 22:23:56


DFTT 
   
Made in us
Krazy Grot Kutta Driva





UC Irvine

I would argue that's a little too RAW. I'm not going to an overly competitive environment so I don't think it would really be a problem. I think the upgrade is more of an upgrade than a change of unit. Just my opinion. Could you link the post though, I'd be interested in reading it.
   
Made in gb
Dakka Veteran






http://www.dakkadakka.com/dakkaforum/posts/list/661355.page
   
Made in gb
Longtime Dakkanaut




OK, one rules lawyer does not a consensus make

DFTT 
   
Made in us
Krazy Grot Kutta Driva





UC Irvine

Totally thought there was going to be a big discussion on that.

I'm getting new models so Ill be working a new list at some point!


Automatically Appended Next Post:
But keeping Enforcers in my Vet Squads

This message was edited 2 times. Last update was at 2015/12/11 22:58:48


 
   
Made in gb
Dakka Veteran






Can get quite a nice bit of dakka in Grenadier squads with an Enforcer! Not quite competitive due to points costs but will be cool

I guess not enough people play or play against renegades to care about that specific minor rules case, indeed I had forgotten only one person argued against it.

The list is cool but will the volley guns be able to fire all four shots after they deep strike or only two at half range since it's a Salvo type weapon.


Automatically Appended Next Post:
Oh and don't forget you can take two specials ( or Sigil / Voc caster ) and two hot shot volley guns in Grenadier squads.

This message was edited 1 time. Last update was at 2015/12/11 23:59:37


 
   
Made in us
Krazy Grot Kutta Driva





UC Irvine

I really like the idea of a strength 7 power axe in the squad, plus having one in there makes it feel a little more elite. Defiantly a little pricy for the squad though.

"In that turns shooting phase, these units can fire as normal, and count as having moved in the previous phase," pg 162. According to this I would say they cant be fired at full power, which is a bit of a bummer.

Wow really? Now I have to see what would combo well with the hotshots. Not grabbing the sigil or vox because of the Enforcer.

What do you think about Field Artillery Batteries and Heavy Ordinance Batteries ? Looking to try my hand at scratch building them
   
Made in us
Furious Raptor




Grenadiers are an upgrade to Veterans. Just like a champion is still a Space Marine, just with a boosted stateline and still benifits from things that target Space Marines. As long as it's the same unit entry it remains that unit type unless specifically noted that it changes (mutating to spawn or DP for instance, or unit type becomes cavalry ala Juggernaut). IMO and several people I've heard discuss it. But I digress

BS 3 means single shot weapons aren't great if you can avoid it. Id simply suggest swapping Lascannons for Autocannons and then upgrading the Earthshaker to a Medusa carriage with Breacher shells. The Str 10 AP 1 blast prevents opponents from grouping armor ever and you don't suffer from a truly gigantic minimum distance.
   
Made in gb
Dakka Veteran






The range on he Medusa is a huge weakness and direct fire only, I would generally recommend the Earthshaker over it unless going for redundancy with lots of Medusae.


Automatically Appended Next Post:
Sorry where is the strength 7 power axe coming from?


Automatically Appended Next Post:
Enforcer power axe is only strength 4

This message was edited 2 times. Last update was at 2015/12/12 09:11:58


 
   
Made in us
Krazy Grot Kutta Driva





UC Irvine

Shouldn't it be six actually? Pretty sure the Enforcer had Str5 and power axe bumps it up one. I could be wrong don't have the book with me right now but I'm pretty sure he was str5.

So my next idea was to rework the list and get Earthshakers and heavy mortars. Earthshaker forces my opponent to come to me (a brave new idea coming from the CSM dex where I always had to rush them) and then use the mortars for when they make the push.

I'm not against the Medusa, that was just my current thought process.Its definatly not as effective against tanks but I'm hoping the Earthshaker can put down the scarier AV before it gets that close
   
Made in gb
Dakka Veteran






Enforcers are human, just like you and me. So they are strength 3 like most regular human infantry. Power Axe bumps this up to strength 4.

Heavy Mortars are underrated and I use them a lot. Speeds up gameplay too just doing one blast scatter per artillery piece, as oppose to the Thudd gun, which is superior in most cases.

This message was edited 2 times. Last update was at 2015/12/12 09:57:59


 
   
 
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