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I got a game in yesterday, and picked up a Burning Chariot to use as kitbash fodder. I've modified my list from before, dropping the Spawn (they're basically "bullet shields" for my HQs to fight stuff, and doing stuff to spread threats around).
++Black Crusade Detachment++
+Chaos Warband+
Bike Lord of Nurgle w/ Bolt Pistol, Power Axe, and Sigil of Corruption - 140 [Warlord]
Bike Sorcerer w/ ML 3 & Last Memory of the Yuranthos (for ML 4), Bolt Pistol, Force Axe and Spell Familiar - 175
5 Marines w/ Meltagun and Combi-Melta Champ - 95
-Rhino w/ Havoc Launcher - 47
5 Marines w/ Meltagun and Combi-Melta Champ - 95
-Rhino w/ Havoc Launcher - 47
5 Marines w/ Meltagun and Combi-Melta Champ - 95
-Rhino w/ Havoc Launcher - 47
3 Terminators w/ Combiplasma & Power Axe, Champ has Chainfist - 127
3 Terminators w/ Combiplasma & Power Axe, Champ has Chainfist - 127
3 Chaos Bikers w/ 2 Bike-Mounted Flamers & Champion w/ Power Axe & Meltabombs - 100
3 Chaos Bikers w/ 2 Bike-Mounted Flamers & Champion w/ Power Axe & Meltabombs - 100
Helbrute w/ Plasma Cannon & Power Fist - 110
Helbrute w/ Plasma Cannon & Power Fist - 110
+Spawn Auxiliary+
2 Spawn - 72
++Ally Detachment [Daemons]++
HQ: Disc Herald of Tzeentch w/ ML 3, Paradox and Exalted Locus of Conjuration - 170
Troops: 12 Horrors w/ Icon - 118
Fast Attack: 3 Screamers of Tzeentch - 75
Total: 1850
Lord & Sorcerer join the Spawn, Herald joins the Screamers. Horrors are a mix of initial cover, and Icons. Horrors roll Malefic, and the Sorcerer will usually stick to Ectomancy, hoping either for Ghoststorm or Soulswitch. If I roll either, and terrain permits, I might not even need to DS my Terminators.
I fought against a Knight and found that with the firepower it threw down, Autohavocs would not have survived unless I sprung for a Void Shield Generator (and that would've required a CAD instead). The Helbrutes died over the course of 3 turns, but managed to kill a fair bit so it worked in the end. I managed to kill the Knight by using Ghoststorm to slingshoot one Melta-team next to it, while simultaneously deepstriking behind it and using Rhinos for the third one.
Another thing I found was Mark of Nurgle did not make my Bikers noticeably more survivable; there's enough shooting that if an opponent wants them dead, they will die (and my opponent wasn't even using Grav!). For the points cost, of upgrading 6 Bikers, I could take 3 Havocs instead and gain harassment fire/threat diffusion (as I ended up dismounting anyway). I tried Dozers/Dirges but found I was moving around ruins most the time anyway, and didn't get in practical range to ram/use either.
I gave the Horrors an Icon because my first Summon scattered wildly off-target and that also threw a curveball my way.
The Terminators have Combi-Plasma because I feel more comfortable trying to DS within 12" rather than 6", and the double-tap is helpful against targets like Jetbikers/some MCs. Also, I had a lot of leftover Plasma Pistol bitz that weren't being used otherwise. Chainfists are so I can MAD a unit or two to help finish off wounded knights, or to threaten vehicles that don't try to escape.
This is still fairly mutable and subject to general playtesting and WYSIWYG restrictions. For example, I know if I drop one Horror and replace the Havocs with Dozer Blades, I have enough points to give my Lord the Fist/Lightning Claw combo with 5 points leftover for Blight Grenades. Or if I replaced the Terminator Chainfists with Powerfists, I could replace the Helbrutes with Autohavocs. Or if I replaced the Helbrute Plasma Cannons (which are mostly "insurance" against my opponent trying to bum-rush me in the open) with Multimeltas, I can swap out the Bike Flamers for regular Meltaguns. Other combos probably exist.
I dropped "Spawn #3" as I found they were essentially meat shields more than actual threats.
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