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[1500] - Death Guard, Night Lords, and some Renegades  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in us
Krazy Grot Kutta Driva





UC Irvine

Death Guard CAD

Daemon Prince
-MoN
-Wings
-ML3
-Spell Familiar
-Pandemic Staff

Sorcerer
-ML3
-Spell Familiar
-MoN
-Bike
-Blight Granades

CSM
-MoN
-MeltaBomb
CSM
-MoN
-Plasma

5 Bikes
-MoN
-2 Melta
-CombiMelta

ADL Quad Gun

Allied Night Lords Detachment

Sorcerer
-ML3
-Spell Familiar
-Bike
-Scouring Chains

Cultists

Renegades and Heretics CAD

Command Squad

10 Zombies
10 Zombies
10 Zombies
10 Zombies

Earthshaker Cannon
Earthshaker Cannon
Medusa Siege Cannon

1500

Night Lords Sorcerer remains unmarked and rolls with the bike group giving them Stealth, Demagogue from R&H Command Squad joins the cultists in the hope that they wont run. CSM squad without the plasma man the Quad Gun.

I could do this OR drop a unit of zombies and grab another unit of cultists to make the NL allied detachment a CAD. This would allow me to shift the Daemon Prince to be the secondary HQ there and also allow me to switch out the Pandemic Staff for Stormplate Armor giving him a 2+ and +1 to his cover save (meaning a 2+ rerollable cover and armor save when jinking thanks to the Night Lords Stealth rule and if dedicated to Tzzench or, a constant 3+ cover save if allied to Nurgle) all at the cost the killing power and versatility of the Pandemic Staff

Another, smaller tweak, would be to drop the lascannon on the command squad and buy a Plasma Gun for the other CSM squad, meaning the command squad mans the quad gun instead

This message was edited 4 times. Last update was at 2017/02/19 22:46:18


 
   
Made in gb
Dakka Veteran






I think Pandemic Staff is brutal on a Daemon Prince. Strength 8 and poison 2+ makes up for the lack of daemon weapon.
   
Made in us
Krazy Grot Kutta Driva





UC Irvine

It also gives him a shooting attack, Str1 Ap5 Poison 2+ Template

This would give him something to do in every phase


Automatically Appended Next Post:
Any idea what dicipline I should roll on the NL sorcerer? What about force weapons?

This message was edited 1 time. Last update was at 2017/02/16 07:00:11


 
   
Made in us
Krazy Grot Kutta Driva





UC Irvine

Bump

I'm going Force Axe on the nurgle sorcerer, being that he's already I3 thanks to MoN.

As for the NL Sorcerer, I'm leaning toward the sword. He will be primarily rolling on Biomancy, looking for Iron Arm, Warp Speed, and Enfeeble. The mace looses value the more buffs and debuffs I get off (potentially lowering the enemys T4 to T0 if I rolled perfect, but more likely T2. Axe hurts more targets, but with everything in the squad swinging at I3 or lower, and the NL not getting T6 or FNP, I feel the ability to strike at initiative becomes much more important for him, plus if I can get Warp Speed it doesn't get cancelled by Unwieldy
   
Made in us
Krazy Grot Kutta Driva





UC Irvine

Ran this at a tournament, did pretty well. Went 2-1.

Rolled on Nurgle for both Death Guard sorcerer and daemon prince, aiming for Gift of Contagion and Curse of Leper, throwing the last power into telepathy in the off chance I get invisibility, but settling for psychic shriek(never rolled invis). NL sorcerer rolled Biomancy with all 3, hoping for either Warp Speed or Iron Arm (never got both) and enfeeble (though hemorrhage actually didn't do too bad, taking a wound off a wraith Lord and chain killing some elder.

First match was against sisters of battle +something space marine, don't remember. Didn't get to practice with my list so this was the first game I had with it... It was brutal, never seen so much melta in my life. But I learned that I had to just shove the bike unit up the field and not try to find a flank.

Second game was against Eldar. First round I shoot out a wraith Lord with my artillery, second I beat war walker face with my bikers who soak up a lot of damage with both Curse of Leper and Iron Arm on, with toughness freaking 9. Highlight was him dropping a 500ish point D-Flamer deathstar right in the middle of my army, and my medusa (against any form of sanity) not scattering and knocking it down to a single farseer who gemot charged by my daemon prince right after.

Last was some deepstriking big bug tyranids. I used the lowering toughness powers on the 6W big bugs to drop them down to instant death threshold for my medusa, though force weapons and Warp Speed also helped. Highlight here was first turn, using psychic shriek on his flyrant warlord with my last warp charge and then rolling 3 sixes for wounds...

Overall, not a bad list. Might drop the daemon prince despite thefact that he was super fun, because I feel like I didn't use him for much more than his psychic powers. The only time he got into combat was against something I knew he would wipe in one round. I can probably grab two more psychers for his price if I really wanted two, and run two mini deathstars. That being said, he was really fun, so I may just keep him on that alone, and play a little more aggressively next time

This message was edited 3 times. Last update was at 2017/02/19 22:49:31


 
   
 
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