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Hi All,
Got a list I'm considering taking to a local tournament. I tried to make it as rounded and aggressive as possible.
Bloodhost Detachment
Slaughtercult
Herald - 55 pts
Bloodletters x8 - One Bloodreaper - 85 pts
Bloodletters x8 - One Bloodreaper - 85 pts
Possessed x5 - 150 pts
Gorepack
Bikers x3 - Meltagun x2, Meltabomb - 101 pts
Bikers x3 - Meltagun x2, Meltabomb - 101 pts
Flesh Hounds x5 - 80 pts
Flesh Hounds x5 - 80 pts
Flesh Hounds x5 - 80 pts
Flesh Hounds x5 - 80 pts
RH The Purge
Command Squad - Covenant of Nurgle, Ordnance Tyrant (Warlord) - 85 pts
Zombies x10 - 30 pts
Zombies x10 - 30 pts
Zombies x10 - 30 pts
Griffon x 2 - Chemical Flamers - 70 pts
Wyvern x2 - Chemical Flamers - 110 pts
Rapier Laser Destroyer x3 - Extra Crew, Militia Training - 79 pts
Rapier Laser Destroyer x3 - Extra Crew, Militia Training - 79 pts
CSM Iron Warriors CAD
Sorcerer - Bike, Force Axe, Sigil of Corruption, Spell Familiar, VoTLW, Meltabomb - 125
Obliterator - VoTLW - 70 pts
Obliterator - VoTLW - 70 pts
Havocs x5 - Autocannon x4, VoTLW - 115 pts
Rhino - Perdus Rift Anomaly, Dirge Caster - 60 pts
Total - 1850
How it Works
Using the legacy on the rhino, I have a solid chance of holding first turn if I won the roll off, and get a reroll to seize if I lost - even better if they bring a superheavy so I seize on 5+ rerollable. If I'm up against an alpha strike, the flesh hounds cover my board edge and force the enemy to deploy in small areas on my edge. Otherwise, they advance in a line to screen those behind them and finish the turn in the enemy deployment zone. The bikes advance towards the heaviest enemy armour, meanwhile, the rapiers and obliterators take shots at med/heavy vehicles or mc's, and the havocs pop open the light vehicles. The barrage tanks target the better enemy melee units, leaving them damaged or destroyed so my turn 2 charges can finish them off or tear into shooty units. The zombies hold objectives and bubble wrap the tanks if necessary. The sorcerer uses shriek and force to target appropriate units, whilst the rhino moves forward as fast as possible to unleash its possessed and the bloodletters deep strike onto objectives or into the enemies deployment.
With regards to blood tithe, I'll primarily focus on summoning hounds, and use the slaughter cults benefit to either give fnp or +1 attack to the letters and possessed.
It should be noted, the herald joins the havocs so that they generate blood tithe, the ordnance tyrant joins a unit of rapiers to get artillery toughness 7, and the sorcerer joins a unit of hounds to gain scout.
Thoughts??
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