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Made in us
Krazy Grot Kutta Driva





UC Irvine

Sitting at work so I dont have the numbers in front of me, but:

Death Guard
1 Nurgle Lord on a Bike with the Black Mace
2 Nurgle Sorcerers rolling on the nurgle discipline and biomancy hoping for curse of the leper and enfeeble respectively, each with force mauls
Nurgle bikes of some number with meltas

Majority Toughness 6 (possible 7 with psychic powers) with FNP rerolling ones. Mauls will double out most enemies so long as you get one of your two main powers off, plus the possibility of Iron Arm or Warp Speed. Black Mace coupled with the Toughness drop can get some mileage on the chaos lord here with it removing models on a failed toughness test.

Biggest problem I see is lack of invulnerable saves.

What do you think?
   
Made in us
Battlewagon Driver with Charged Engine





Philadelphia

Invisibility can fix your invul problem. Ally Belakor done.

Rule #1 is Look Cool.  
   
Made in us
Krazy Grot Kutta Driva





UC Irvine

 The Shrike wrote:
Invisibility can fix your invul problem. Ally Belakor done.


Do you think at that point its worth it pointswise?
   
Made in us
Battlewagon Driver with Charged Engine





Philadelphia

Well, I don't know how many points are in the deathstar; plus belakor. but as long as you have 800ish points for support, and as long as it has a big enough footprint to multiassault a bunch of stuf every turn; yeah it's worth it. the problem is, barkbarkstar is so much more efficient at the same concept bc the meat and potatoes of the unit are 8 ppm.

Rule #1 is Look Cool.  
   
Made in us
Krazy Grot Kutta Driva





UC Irvine

For what i mentioned above, with ML3 and spell familiars on both, it would be around 950 points (with Belakor)? Not that exactly but defiantly in the ball park. I usually play at 1500 so i would have 500-600 points to support it, which may not be awful with renegade allies, but might not be enough to justify it
   
Made in es
Regular Dakkanaut




I think Belakor should be taken off.

Also will try put only one sorceror of the death guard. Add a second allied NL CAD with some cultist (for example) and an unmarked sorcerer on bike (more chances of get invisibility). That will give stealth to the unit and improve his cover save
   
Made in us
Krazy Grot Kutta Driva





UC Irvine

Franarok wrote:
I think Belakor should be taken off.

Also will try put only one sorceror of the death guard. Add a second allied NL CAD with some cultist (for example) and an unmarked sorcerer on bike (more chances of get invisibility). That will give stealth to the unit and improve his cover save


That's not a bad idea at all. Stealth(NL) + Shrouded at 18in+ (DG) means a semi-constant 4+ cover save, 2+ if I'm forced to jink


THIS WAS WRONG. DG GET STEALTH AT 18in+ NOT SHROUDED

This message was edited 2 times. Last update was at 2017/02/15 21:35:57


 
   
Made in au
Unrelenting Rubric Terminator of Tzeentch





Alternately, you could just run a cyclopia cabal and use the 3rd sorc to roll for invis with the bonus of getting shrouded for your 2+ jink saves. Now you've basically got a hound star but with increased toughness and an armour save instead of an extra wound and a natural invo. Could definately work, in fact I'd be surprised if it didn't, but I'm not sure that the black mace and all-mauls-all-the-time is the answer since anything with a 3+ or better is going to stall you hard. Fist/claw on the Nurgle lord would probably be a better way to go since the sorcs can just cast force and remove anything big and scary that way while your lord is going to be able to bust them out of a MEQ/TEQ tarpit far easier.

 Peregrine wrote:
What, you don't like rolling dice to see how many dice you roll? Why are you such an anti-dice bigot?
 
   
Made in us
Krazy Grot Kutta Driva





UC Irvine

 Drasius wrote:
Alternately, you could just run a cyclopia cabal and use the 3rd sorc to roll for invis with the bonus of getting shrouded for your 2+ jink saves. Now you've basically got a hound star but with increased toughness and an armour save instead of an extra wound and a natural invo. Could definately work, in fact I'd be surprised if it didn't, but I'm not sure that the black mace and all-mauls-all-the-time is the answer since anything with a 3+ or better is going to stall you hard. Fist/claw on the Nurgle lord would probably be a better way to go since the sorcs can just cast force and remove anything big and scary that way while your lord is going to be able to bust them out of a MEQ/TEQ tarpit far easier.


Yeah, the mauls are useful but really, they were more for the theme than anything, having the biggest buff to strength and all. As for the black mace, that was especially for Magnus. Ill preface this by saying I recently played against the Magnus and Daemon Lord friends list and got tabled, I recently made a bunch of nurgle bikers out of the chaos knights from AoS, and really want to punch Magnus's face in. The idea was to make a unit that could withstand his attacks and hit him back. Black Mace gives me the Str+ to get me closer to wounding (will be over his toughness if rolls right) and IF I can cause 1 wound AND he fails a toughness test, he gets removed despite his EW (I believe, please correct me if I'm wrong).

Now, I'm much more interested in making this a solid deathstar unit for more of a take all comers POV, probably much more useful that way.

The only negative to the cabal is I lose a lot of survivability on my sorcerers, but it is a lot. I think I need the nurgle powers though as two of them adjust strength of toughness and another heals wounds IIRC.

So
5 Nurgle bikers
1 Chaos Lord LC/PF
1 Nurgle Sorcerer
3 NL Sorcerers in Cabal

Probably drop the Nurgle sorcerer but Id rather not. What sort of Force Weapons should I take?
   
Made in us
Decrepit Dakkanaut




Cabal is strictly Black Legion so no Night Lords shenanigans.

CaptainStabby wrote:
If Tyberos falls and needs to catch himself it's because the ground needed killing.

 jy2 wrote:
BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.

 vipoid wrote:
Indeed - what sort of bastard would want to use their codex?

 MarsNZ wrote:
ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever.
 
   
Made in us
Growlin' Guntrukk Driver with Killacannon





Anoka County, MN

How many actual attacks, without charge bonus, does this unit have? How many T3 or T4 Fearless models would tie it up for two close combat phases?

Fighting crime in a future time! 
   
Made in us
Krazy Grot Kutta Driva





UC Irvine

On the charge
4 power fist attacks +1 if I take LC
12-16 power weapon attacks (3-4 sorcerers)
16 CCW attacks
32-37

Off the charge
3 power fist +1 if I take LC
9-12 power weapon
11 ccw
23-27

Everyone has CCW and bolt pistol in their profile
If nothing dies, I am swinging at I3 with most while having T6-7 and FNP refilling ones

This message was edited 10 times. Last update was at 2017/02/15 21:34:42


 
   
Made in us
Daemonic Dreadnought





Eye of Terror

I was just getting ready to create a new thread asking how to kill this.

Played against the same unit, only with Seer's Bane instead of the Black Mace on the CL. He had 9 bikers accompanying.

Playing Black Legion, they ate 2 squads of 3xChaos Spawn, a Sicaran, a squad of bikers, and a Helbrute without taking a wound.

Sick, sick squad. My opponent was multi-charging the whole game, because his squad took up enough space it could hit 3 units at a time.

   
Made in ru
!!Goffik Rocker!!






It's ok if you don't overinvest. You still can't match the durability and choppiness of imperial deathstars but you can achieve good results with a mid-road deathstar. Like 5-7 bikers, a power fist for a champ, a power fist for a lord (mandatory) coupled with a lightning claw and a power axe for a sorc. The way you're currently running it - all with maces - is a very niche build cause the guyz don't have ap2 and don't have means of reliably hurting something like a WK or IK which is going to be ~1/2 of the deathstar's cost.
   
Made in us
Krazy Grot Kutta Driva





UC Irvine

 techsoldaten wrote:
I was just getting ready to create a new thread asking how to kill this.

Played against the same unit, only with Seer's Bane instead of the Black Mace on the CL. He had 9 bikers accompanying.

Playing Black Legion, they ate 2 squads of 3xChaos Spawn, a Sicaran, a squad of bikers, and a Helbrute without taking a wound.

Sick, sick squad. My opponent was multi-charging the whole game, because his squad took up enough space it could hit 3 units at a time.


What psychic powers was he rolling? Never thought of Seers Bane, sounds like it would be pretty devastating, especially with daemon weapon. Just had a thought, what if he grabbed the heldrake formation and the NL sorc for the relic that -1 Ld? Throw in psychic shriek, I might have found a new build hah!


Automatically Appended Next Post:
 koooaei wrote:
It's ok if you don't overinvest. You still can't match the durability and choppiness of imperial deathstars but you can achieve good results with a mid-road deathstar. Like 5-7 bikers, a power fist for a champ, a power fist for a lord (mandatory) coupled with a lightning claw and a power axe for a sorc. The way you're currently running it - all with maces - is a very niche build cause the guyz don't have ap2 and don't have means of reliably hurting something like a WK or IK which is going to be ~1/2 of the deathstar's cost.


Yeah, as of now I'm switching mauls for axes, sorcerers swinging at I3 anyway, If going for biomancy I may pick up a force sword to take advantage of Warp Speed

This message was edited 3 times. Last update was at 2017/02/17 18:49:14


 
   
 
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