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Made in nz
Pyromaniac Hellhound Pilot






Here's the army I'm currently slowly building towards. Trying to use as many of my guardsmen I have available while not making an entirely unplayable army due to too many models... This is cut throat competitive for if I get chance to go to another tournament in a year or so

Tactics: horde pushes up, led by the meltas, with spawn following close behind using the cover saves. The zombies and smaller infantry squads bubble wrap the artillery and tanks, and will charge any deep strikers or heavy hitters to tie them up. Everything else takes what cover is available and begins throwing dakka down the range. Probably my biggest worries are invisible/unkillable psychic deathstars and lists with large amounts of obsec, which I lack quite a bit in this list.

Army stats: 209 infantry models, 7 tanks, 13 artillery pieces.

Unending host 665pts

Renegade command squad with master of the horde + nurgle covenant + autocannon 85pts

20-man Infantry squad with 3 meltas, sigil and training 105pts
20-man Infantry squad with 3 meltas, sigil and training 105pts
20-man Infantry squad with 3 meltas, sigil and training 105pts
20-man Infantry squad with 3 meltas, sigil and training 105pts
15-man infantry squad with sigil 50pts
15-man infantry squad with sigil 50pts
10 plague zombies 30pts
10 plague zombies 30pts

1 CAD 343pts

Renegade command squad with autocannon 55pts
10 plague zombies 30pts
10 plague zombies 30pts
3 rapier laser destroyers with training + 2 additional crew 76pts
3 rapier laser destroyers with training + 2 additional crew 76pts
3 rapier laser destroyers with training + 2 additional crew 76pts

2 Purge detachments 841pts

Renegade command squad with autocannon 55pts
Renegade command squad with autocannon 55pts
3 spawn 55pts
3 spawn 55pts
3 spawn 55pts
3 spawn 55pts
Wyvern 55pts
2 quad mortars (master of horde sits here) 60pts
2 Griffons 70pts
2 Griffons 70pts
Earthshaker with one additional crew 58pts
Earthshaker with one additional crew 58pts
Hydra with training 70pts
Hydra with training 70pts

This message was edited 6 times. Last update was at 2016/08/09 11:54:33


Fully Painted Armies: 2200pts Orks 1000pts Space Marines 1200pts Tau 2500pts Blood Angels 3500pts Imperial Guard/Renegades and 1700pts Daemons 450pts Imperial Knights  
   
Made in ca
Tough Traitorous Guardsman






Today I will play a list very similar to yours, same tactics, I'll let you know how it went! I'm not sure I'll include that many sigils though (since sometimes I want my squads to flee and die, and stubborn can be a disadvantage).
Since I play ITC, I can't have 4 detachments (3 max), so you're lucky!
With this army, you should consider fortifications: VSG, shyshield landing pad, pipelines and aegis defense line all give good and extended protection whose potential we can fully exploit.

Depending of what special rule you want, you might consider taking your Griffons in an IA13 CAD. Their weapon have the Pinning rule in that codex (not in Siege of Vraks). It would also give you access to the tzeentch covenant (bs2 snap fire) which can be good in some particular builds. (It's not perfectly clear though if you could take the zombies in that CAD).

Personally, I would buy a third extra crew for the rapiers (which need to be in front because of their "short" range) instead of the one for the earthshaker (which can be far away in your backfield).

while not making an entirely unplayable army due to too many models

It's very borderline. I have a little less models than you and I find it almost impossible to play 4 turns in 2h30. But I'm slow and will try to play faster.

with spawn following close behind using the cover saves

Not sure if you are referring to the normal 5+ cover save or to the 3+ from Infantry squads, but only units from the Unending host can get the latter. So I try to take in the Unending host the unit that will serve as a bunker for my warlord for it to get the 3+ (me it's a unit of 2 medusae, so I don't lose the bonus from the Purge).

Hydra with training 70pts
Hydra with training 70pts

I know I make this point often, but I'm not sure they are worth it (though I never used them). Like Wyverns, there are very fragile compared to artillery units. I think you have enough models on the board to cover half of it and deny mobility to flyers and FMC.

Probably my biggest worries are invisible/unkillable psychic deathstars

There's not much we can do (or anyone else) unless allying with Tzeentch heralds and Cabal sorcerers. Or a Culexus (I can't with ITC but otherwise I might consider it).


Automatically Appended Next Post:
Here's my list for tonight. I ordered spawns and earthshakers but don,t have them yet, so that's why they are not in the list. When I'll have them, I'll make room by changing melta for flamers and VSG for pipelines and remove 40 zombies.


1822
Unending host detachment from Siege of Vraks 770
Command squad with Nurgle Master of the Horde, Banner 110
15 men with lasguns, 3 meltas, training 85
15 men with lasguns, 3 meltas, training 85
15 men with lasguns, 3 meltas, training 85
15 men with lasguns, 3 meltas, training 85
15 men with lasguns, command net vox 50
15 men with lasguns, command net vox 50
10 zombies 30
10 zombies 30
2 medusae 160

Combined arm detachment from Siege of Vraks 610
Command squad 45
10 zombies 30
10 zombies 30
3 wyverns with heavy flamers 165
2 medusae 160
3 quad launchers 90
3 quad launchers 90

Combined arm detachment from Siege of Vraks 342
Command squad 45
10 zombies 30
10 zombies 30
3 Rapier laser destroyers with training, one extra crew 79
3 Rapier laser destroyers with training, one extra crew 79
3 Rapier laser destroyers with training, one extra crew 79


Fortification 100
Void shield generator 100

This message was edited 10 times. Last update was at 2016/08/10 12:29:04


 
   
Made in nz
Pyromaniac Hellhound Pilot






Yeah, being slow to play is something that concerns me. I wish the unending host didn't force you to take those additional non-obsec plague zombies too... It's not like there won't already be at least 90 models on the table with 2 platoons! I might have to try dropping them down to 15 men like yours just to make it more playable haha.

I'll playtest with the sigils then when I next get a chance. I have heard people say you want the squads to runto respawn, but I can't help but think it'll take them a few turns to run off the table? The sigils could do a fair bit of good by holding up a unit in CC for an extra turn or two as well. If I really wan the unit to be cut down from CC, I could just take the first wound on the sigil bearer I guess?

This was originally designed to be built for the UK GT next year, though they've just decided to use ETC rules for it, which don't account for forge world lists... Oh well, I'm sure there will be some tourneys that allow it. Might have to lose a detachment though depending on the comp! I guess I could easily squadron up the artillery.

Regarding the fortifications, don't you think that the army is already fairly tough as it goes? I guess you're using more valuable medusas that you wouldn't want taking fire as much. For a RLD team (for example), 80pts buys 6 T7 wounds at 3+ save and 3 extra ablative wounds that can be improved on with cover. I'd say that's pretty decent already defence-wise! I think I'd be most tempted by the pipelines out of the defences you mentioned, just to provide some awkward cover for earthshakers and griffons/wyverns that the enemy would have to think round.

I didn't realise the griffons gained that in IA13. Would you reckon run it as a CAD? I'd not be able to take zombies as troops though...

Ideally I'd have extra men for both RLDs and earthshakers - I guess I could easily drop a melta gun or autocannon for three extra RLD crew... It's probably worth it on balance.

Thanks for the catch on the spawn. Didn't realise it was only to units in the same detachment! No big deal though, the spawn can advance through cover and along flanks.

Yeah I can see your point with the hydras. In some games I'd probably wind up just throwing them forward as distraction/tank shock units, but I really like the idea of their jink-denial and AA threat. Maybe I'm partly being influenced by the last tourney I went to. Wound up running into two successive lists that a jink-ignoring hydra could have been VERY handy in. (one was Lord of change + fateweaver, the other had ravenwing darkshrouds plus a SM stormraven)

Yeah I guess psychic deathstars are a bit tough to deal with in general. Felt a culexus might not gel well in this list as it'd be causing one eye open with all the advancing infantry

Thanks for the great advice as always! I'd be very interested to hear how you get on with the list!

Fully Painted Armies: 2200pts Orks 1000pts Space Marines 1200pts Tau 2500pts Blood Angels 3500pts Imperial Guard/Renegades and 1700pts Daemons 450pts Imperial Knights  
   
Made in ca
Tough Traitorous Guardsman






but I can't help but think it'll take them a few turns to run off the table?

I think the idea is that they get destroyed in close combat. Stubborn can prevent that.
I could just take the first wound on the sigil bearer I guess?

Never thought about it, but good idea!
I would say that some sigils are good (almost mandatory), but not in all units. (I play 6x10 fearless zombies, so maybe that's why I don't feel the need to have more units to hold the line.)
I am more concerned with my artillery units not fleeing off the board, so I prefer to use the excellent command vox net (you can have one per platoon for 5pts) and the Banner of hate, which both have a 12'' bubble. The Arch-demagoges will each join a different artillery unit to help them too. You make separate roll for Uncertain worth for them (same thing when you have a champion in a unit), which mean their unit has two chances to have a good leadership (plus Fanatic). If they are within 12'' of the command vox net, your units will most likely be Ld 9 or 10. EDIT : after re-reading the rule of the Banner of hate, I'm not sure it's worth it, it's too restrictive on the unit that can use it (only infantry units from the same detachment).

6 T7 wounds at 3+ save and 3 extra ablative wounds that can be improved on with cover. I'd say that's pretty decent already defence-wise!

I used to play Tau, so nothing impress me! Maybe I should lower my standard...

I didn't realise the griffons gained that in IA13. Would you reckon run it as a CAD? I'd not be able to take zombies as troops though

If I'm doing a pinning spam list I might consider it, yes. It wouldn't be in an Undending host combo though. For the troop choices, mutants are as cheap as zombies, though not as good I confess. Also, the sigil is different in IA13 (better in the shooting phase, useless in the assault phase), so it's a thing to keep in my mind.

Didn't realise it was only to units in the same detachment!

Yeah. The cover is provided only to units from this detachment, but not by infantry squads of this detachment only (they can be from another detachment).

one was Lord of change + fateweaver, the other had ravenwing darkshrouds plus a SM stormraven

Wow, okay, I admit you need them in these cases.

ETC rules for it, which don't account for forge world lists...

That's a shame :(

So my game yesterday was cancelled but I'll keep you inform as soon as I try the list!

This message was edited 3 times. Last update was at 2016/08/11 21:00:19


 
   
Made in ca
Tough Traitorous Guardsman






So I had my game tonight!
Well, my opponent had to concede the game at the end of turn 2 (more exactly : after the first half of my second shooting phase). He had a mini-deathstar with an ''unkillable'' Iron hand squad with storm shield and Feel no pain 3+, etc., but the Medusae were too strong (and I got a lot of ''Hit!''). He did not have what I call a competitive list.

My list was brutal (it is not for casual games) and very long to play. It takes at least 30-40 min. before the first turn can begin. In tournament, you have to play at least 4 turns in 2h30 -- that's almost impossible with this list. As much as I like my Death korps models, I don't think I will play the Unending host often. 90 infantry renegade (plus 60 zombies...) is too much. I think I will stay with just 60 zombies.
That's for the movement phase. But the shooting phase is also very long because I have too much template (36 small blasts...). At least the rapiers take only 1min!

My planned list, though, is with promethium pipelines and static infantry squads with flamers, so maybe if I don't move them it would not be so long. But even then the Unending host has an inherent time issue.

This message was edited 1 time. Last update was at 2016/08/12 00:48:24


 
   
Made in nz
Pyromaniac Hellhound Pilot






That does sound like a good alternative way of providing good morale to the squads. Yeah it definitely makes sense to use those Arch-demagogues to spread the LD around. I guess I'm more used to guard command squads so I didn't think to use their independent character rule to stop artillery from legging it! I think I'll definitely try and squeeze in command net voxes too

Yeah tau do have access to some crazy tough units between ghostkeels, riptides, stormsurge and taunar! I can see why you'd want to protect the more pricey medusas more though.

I think I might leave IA13 alone then - plague zombies are just a bit good, and I like my sigils as you know

Well done on the game - but yeah I'd not particularly want to play a casual list with something like this, it'd be a bit painful on both sides. I think I'd end up apologising a lot as the artillery deleted their army haha...

Yeah timing does tend to be a matter of compromise. I've not used quad mortars before (just wyverns), and I can imagine that many blast would take a while to resolve. Probably the biggest time saving tricks I use are to have organised separate units that can just be put down as quickly as possible in deployment. In a few games I've deployed my army at the same time as my opponent who was supposed to be deploying first (as it only gives them an advantage, and with horde lists there's not much trickery to be done on the deployment front). I sometimes try to avoid moving non-essential units towards the endgame too to get the last few turns done. I'm considering investing in some movement trays to play the unending host...

Fully Painted Armies: 2200pts Orks 1000pts Space Marines 1200pts Tau 2500pts Blood Angels 3500pts Imperial Guard/Renegades and 1700pts Daemons 450pts Imperial Knights  
   
Made in gb
Dakka Veteran






Ever thought of magnetized movement trays to speed things up?
   
Made in ca
Tough Traitorous Guardsman






I think I'll buy 10-man movement trays. These look great.

http://tectoniccraftstudios.com/products/custom-round-base-skirmisher-trays

This message was edited 2 times. Last update was at 2016/08/13 13:01:51


 
   
 
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