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Made in gb
Cackling Chaos Conscript





Birmingham

A few years ago I built a traitor guard army when there were no real rules for them. I now have IA:13 and am trying to repurpose it as a Renegade list. What is listed below is based on that overhaul being very minimal (a few weapon changes, a couple of new figures). I'm not looking to win any tournaments but would like the list to be able to hold its own and not get trounced whenever I field it. It must, however, stick to its nurgle theme and include the big mob of zombies. I

Here's the list:

Command Squad - 140
Covenant of Nurgle, mutant overlord, power weapon, refractor field, melta bombs, 7 disciples, 1 with flamer.

3 Enforcers - 75

15 mutants - 50
Champion

15 mutants - 50
Champion

50 plague zombies - 150

Chimera for commands squad - 65
Militia training

Basilisk - 125
Militia training

Demolisher and leman Russ - 320
Militia training

Support squad - 105
5 autocannons, militia training

Cyclopian Cabal - 390
3 sorcerers (all level 3), VOTLW, Mark of nurgle

Total - 1470

The sorcerers go with the zombies. A few things I'm wondering are: should I drop the marks on the sorcerers (fluffy but crappy nurgle powers)? How should I use those last few points? What can I do to make it better?

Thanks for reading!

Check out my Karloth Valois themed 40k/Necromunda thread
http://www.dakkadakka.com/dakkaforum/posts/list/406750.page 
   
Made in us
Nurgle Predator Driver with an Infestation




You should definitely give those sorcerers Spell Familiars. MoN is fluffy but does suck, drop it for the spell familiar points. You should maybe consider a jump pack for one or two of them, the GW draft FAQ lets you re-roll your charge distance if you have a model equipped with it.
   
Made in gb
Cackling Chaos Conscript





Birmingham

Thanks @uncleanone, those are great ideas. The jump packs will also give them more manoeuvre ability if I need to break them off to grab objectives etc. Cheers!

Any thoughts on powers for these guys? I'm guessing maybe telepathy...

Long term i'd like to change the weapons teams with autcannons into rapiers.

Check out my Karloth Valois themed 40k/Necromunda thread
http://www.dakkadakka.com/dakkaforum/posts/list/406750.page 
   
Made in us
Unrelenting Rubric Terminator of Tzeentch





Sanctic daemonolgy. Sanctuary (4++) will make them an even more abominable tarpit than they already are and with Hammerhand (+2 S) they'll actually be able to hurt something in the process with that many attacks. Some of the powers from traitors hate could also mesh well (reroll all saves, with a 4++ and 4+ FNP and they're not going anywhere)

"Backfield? I have no backfield." 
   
Made in gb
Cackling Chaos Conscript





Birmingham

Thanks @astro_nomicon. I'd never thought of sanctic but there are some great powers in there. Hammerhand would make the zombies quite dangerous as they'll hit most things on 4 and wound on 2s or 3s. They could even take down things like daemon princes through volume of attacks and a bit of luck.

I don't get how you are getting the 4++ though. I thought sanctuary would only give them a 6++. Please tell me there is something i've missed here!!!

Overall I'm thinking one sorcerer with sanctic and, one with telepathy and one with... a mix???

This message was edited 1 time. Last update was at 2016/09/29 21:08:31


Check out my Karloth Valois themed 40k/Necromunda thread
http://www.dakkadakka.com/dakkaforum/posts/list/406750.page 
   
 
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