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Made in gb
Tough Traitorous Guardsman




This is my most recent iteration of a list that I've spent some time fine-tuning. I'm looking to have it's weaknesses pointed out, so that I can improve it. Thanks!

Battalion:

HQ:

Renegade Commander - 35 pts
Malefic Lord - 40 pts

Troops:

Mutant Rabble x10 - 40 pts
Mutant Rabble x10 - 40 pts
Mutant Rabble x10 - 40 pts
Mutant Rabble x10 - 40 pts

Elites:

Command Squad x4 - Plasma gun x1, Command Vox Net - 41 pts
Marauder Squad x5 - Plasma gun x2 - 44 pts
Marauder Squad x5 - Plasma gun x2 - 44 pts
Marauder Squad x5 - Plasma gun x2 - 44 pts
Marauder Squad x5 - Plasma gun x2 - 44 pts
Marauder Squad x5 - Plasma gun x2 - 44 pts

Heavy Support

Earthshaker Battery - 70 pts
Earthshaker Battery - 70 pts
Wyvern x2 - Heavy Bolters - 186 pts

Spearhead:

HQ:
The Changeling - 100 pts

Heavy Support:

Giant Chaos Spawn - 75 pts
Giant Chaos Spawn - 75 pts
Giant Chaos Spawn - 75 pts
Decimator - Soulburner x2 -150 pts
Decimator - Soulburner x2 -150 pts
Griffon x2 - Heavy Bolters - 156 pts

SH Auxiliary:

Magnus (Warlord, the 6+ save trait) - 415 pts



1997

Magnus, the decimators, the changeling and the giant spawns move up together (I'm expecting them to draw the brunt of enemy fire, which is okay as they're all relatively durable (-1 to hit aura, decimator and spawn healing wounds, and magnus buffing them). Depending on the situation, I'll use warptime to get a turn 1 charge with magnus, or wait a little longer and use warptime on the spawn to let them soften the charge whilst magnus gives the all-important prescience and reroll's of 1 to the decimators auto mortal wound guns. Whilst the big guys move up the field, the six artillery (preferably hiding behind cover) do their thing and try to kill as much as possible (I'm not expecting my opponent to be able to focus them much given the other distractions. The mutant rabble sit on objectives and the marauders (with the -1 to hit trait) move up to get their plasma in range, and also help with objectives.

If I'm facing an alpha strike army or turn one charge army, I can bubble wrap with the rabble, and spread my artillery and marauders out in a way that denies my entire deployment for deep strikes.

This message was edited 2 times. Last update was at 2017/06/30 22:43:53


 
   
Made in gb
Longtime Dakkanaut




Looks very cool.

Couple of thoughts,

Maelific Lord is 30pts, renegade commander 25. Ok I would probably give the commander a power fist, but the psyker is just armed with his bare hands heheh.
In truth if you aren't using his warlord ability I don't see the point in the renegade commander, even assuming he gets CHARACTER which he currently doesn't.

I like mutants, but brimstones are probably better, especially with the changeling.

You are very close to running a brigade. This would net you 5 command points, and all you really need to do is add 3 single spawn.

Not really looked at how the big gun units compare to each other. As I imagine all are quite samey it's probably worth having a more in depth comparison of bang for buck. Rapiers are supposed to be good too. I'm considering if command squads with a lascannon are points effective. It's worth adding a heavy weapon to yours, as they are pretty cheap and hit on 3's.


DFTT 
   
Made in gb
Tough Traitorous Guardsman




Captyn_Bob wrote:
Maelific Lord is 30pts, renegade commander 25.

You're right, not sure how I got that wrong:p In that case I can take two malefic lords. Thanks!


Captyn_Bob wrote:
I like mutants, but brimstones are probably better, especially with the changeling.

Good point. Depending on how cheap I can find them on eBay I'll get a bunch as I would effectively double the number of models for objective camping.

Captyn_Bob wrote:
You are very close to running a brigade.

I was originally running this as a brigade, but I found that I couldn't quite get the composition I was after for damage and durability. I may be able to fiddle around a bit.

Captyn_Bob wrote:
Rapiers are supposed to be good too.

I did have four in this list, but they're so expensive for relatively low durability. And the focus of this list is spamming a lot of durable stuff, and a lot of cheap stuff, whilst still keeping the damage output high. So I decided that wyverns and griffons etc would be a better choice than rapiers.

Captyn_Bob wrote:
I'm considering if command squads with a lascannon are points effective.

Very true. With the change to brimstones and me getting the wrong cost for the HQ's, I should have enough for this.

Edit: I've added a malefic lord (in place of commander), swapped rabble for 4x20 brimstones and dropped the plasma and vox on the command squad in place of a lascannon.

This message was edited 2 times. Last update was at 2017/07/01 22:55:51


 
   
 
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