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[2000] - Tsons, nurgle, alpha legion - Smite Soup  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in au
Regular Dakkanaut




++ Battalion Detachment +5CP (Chaos - Daemons) [34 PL, 658pts] ++

+ No Force Org Slot +

Chaos Allegiance: Nurgle

+ HQ +

Daemon Prince of Chaos [9 PL, 180pts]: Malefic talon, Nurgle, Wings

Sloppity Bilepiper [3 PL, 60pts]

Spoilpox Scrivener [4 PL, 75pts]

+ Troops +

Nurglings [3 PL, 54pts]: 3x Nurgling Swarms

Nurglings [3 PL, 54pts]: 3x Nurgling Swarms

Plaguebearers [12 PL, 235pts]: Daemonic Icon, Instrument of Chaos, 29x Plaguebearer, Plagueridden

++ Battalion Detachment +5CP (Chaos - Chaos Space Marines) [35 PL, 503pts] ++

+ No Force Org Slot +

Legion: Alpha Legion

+ HQ +

Sorcerer [6 PL, 98pts]: Bolt pistol, Delightful Agonies, Diabolic Strength, Force sword, Mark of Slaanesh

Sorcerer [6 PL, 98pts]: Bolt pistol, Force sword, Mark of Tzeentch, Warptime, Weaver of Fates

+ Troops +

Chaos Cultists [12 PL, 160pts]: 39x Chaos Cultist w/ Autogun, Mark of Slaanesh
. Cultist Champion: Shotgun

Chaos Cultists [6 PL, 72pts]: 17x Chaos Cultist w/ Autogun, Mark of Tzeentch
. Cultist Champion: Autogun

Chaos Space Marines [5 PL, 75pts]: Icon of Despair, 4x Marine w/ Boltgun, Mark of Nurgle
. Aspiring Champion: Bolt pistol, Boltgun

++ Supreme Command Detachment +1CP (Chaos - Thousand Sons) [40 PL, 733pts] ++

+ HQ +

Ahriman [7 PL, 131pts]

Daemon Prince of Tzeentch [9 PL, 180pts]: Boon of Change, Gaze of Fate, Hellforged sword, Wings

Sorcerer in Terminator Armour [8 PL, 142pts]: Familiar, Force axe, Inferno Combi-bolter

Sorcerer in Terminator Armour [8 PL, 140pts]: Familiar, Force sword, Inferno Combi-bolter

Sorcerer in Terminator Armour [8 PL, 140pts]: Familiar, Force sword, Inferno Combi-bolter

++ Total: [109 PL, 1894pts] ++

Created this list to exploit tsons constant smite on 5s. With the familiars they're getting +1 to their first cast, which ahriman already gets. They can also take a bunch of mortal wound output powers that don't need to target the closest model, and have ranges of 24" rather than 18". So you can infernal gaze, gift of chaos, firestorm, doom bolt and bolt of change most characters out of the game in one turn. Not to mention getting off other powers easily to boost up a Daemon Prince with powers from 3 disciplines.

To guard them I have 30 plaguebearers which you can make -2 to hit with miasma, then have some cultist units that are -1 to hit because of alpha legion. Anything that comes close to you will die from all the psychic and your psychic can't really be targeted because of your meat shield. The plaguebearers also come back on moral rolls of 1, and you can roll two and pick the lowest for a good chance of getting guys back.

I kept point free to summon daemons, particularly a poxbringer to give +1S to the plaguebearers and to cast virulent blessing and 33 more points when you turn somemone's character into a spawn with bolt of change or gift of chaos

What are you thoughts on the weaknesses of this list?

Thanks

This message was edited 1 time. Last update was at 2018/09/23 13:04:33


 
   
Made in se
Regular Dakkanaut




Take 2x 10 cultists and one 40. Saves up a few points for maybe more nurglings to camp or even more 10 units of cultists go walk up behind your smiters.

Maybe take corruption sword on DP.

Feels like you’re weakness is losing first turn to a shooty army and/or fast units that can slip up behind you and then shoot/assault you’re smiting units. You will have to worry about screening your TS smiters so try to maybe push another unit of 30 plaugbearers?

Have a similar list but with Tzeentch horrors. Only got 60 for now but soon have 30 more. Have not played a game with my list yet so would love to hear how yours is doing.
   
Made in fr
Been Around the Block




Turin (Italy)

I think the Sloppity is quite useless. Dropping him plus 3 Nurglings, 5 space marines, 17 cultists and 2 plaguebearers should allow you to field 1 more uni of like 28 Plaguebearers with Icon (and 10+10 cultists to fill the CSM Battalion).
This said, if you face an opponent playing 150 models or so I don't see how you could ever win... And I think Tzeentch Daemon Princes are much better than Sorcerers, for just 40 more points

This message was edited 3 times. Last update was at 2018/09/23 17:04:15


Success is measured in blood; yours or your enemy’s. 
   
Made in au
Regular Dakkanaut




I've won 5 out of 5 games easily so far. Here's why:

I give the plaguebearers a 4++ in the shooting phase for two cp and cast miasma so they're - 2 to hit. If I had two units they'd just shoot the one without the 4++ and - 2. The big cultists unit is -1 to hit and has feel no pain 5+++ from the slaanesh power. If they shoot it up I use tide of traitors and put them where I want and can use veterans to kill hordes.

The sloppily is very important because if I roll a 1 on either dice I get plague bearers back which I did three consecutive turns in one game. With a reroll I can get it quite often.

The reason for the terminator sorcerers is they get a +1 to cast their first power so it helps when I need to get a certain power off, or want to cast smite on a 10 for d6 mortal wounds.

The nurglings hide being Los blocking terrain which stops my characters being shot at top. You get armies firing lascannon equivalent at cultists and plaguebearers so it's great.

   
Made in it
Been Around the Block




Turin (Italy)

Ok I get it's a tricky list and I probably was a bit too quick in answering, but here's my thought:

ravenerioli wrote:
I've won 5 out of 5 games easily so far. Here's why:

I give the plaguebearers a 4++ in the shooting phase for two cp and cast miasma so they're - 2 to hit. If I had two units they'd just shoot the one without the 4++ and - 2.

You would have 2 units, the one that is closest to the enemy with 4++ and -1 to hit, the furthest with -1 to hit. But you would also have 55-60 Wounds instead of 30... You so sure it's not worth a try?

The big cultists unit is -1 to hit and has feel no pain 5+++ from the slaanesh power. If they shoot it up I use tide of traitors and put them where I want and can use veterans to kill hordes.

I didn't say anything about the big unit... I just said that instead of having a medium unit of 17, you could have 2 units of 10 and save the points of 5 quite useless space marines

The sloppily is very important because if I roll a 1 on either dice I get plague bearers back which I did three consecutive turns in one game. With a reroll I can get it quite often.

I understand in one specific occasion you got lucky, but I did some math: in average, having the Sloppity allows you to roll a 1 once on every 3 tests instead of 1 on every 6, and an average of 2-and-a-little instead of 3,5. If you normally roll 4 tests in a battle, which I think might be a realistic hypotesis, a Sloppith basically will make you roll 1,33 times a 1, instead of 0,66 as it would have happened otherwise, and probably loose 3-4 less Plague for Morale. I understand I was wrong in calling it "useless", but I don't see these rolls making up for the 9 more Plaguebearers you could buy with those 60 points...

The reason for the terminator sorcerers is they get a +1 to cast their first power so it helps when I need to get a certain power off, or want to cast smite on a 10 for d6 mortal wounds.

Ok, the thing is: how many points of stuff you kill with that +1? How many would you kill with 7 Attacks of Malefic Talons for just 40 more points? (Also having more Toughness, Wounds, Movement etc)

The nurglings hide being Los blocking terrain which stops my characters being shot at top. You get armies firing lascannon equivalent at cultists and plaguebearers so it's great.

Nurglings are great no doubt, but still I say that more Plague are better!

This message was edited 1 time. Last update was at 2018/09/24 13:50:07


Success is measured in blood; yours or your enemy’s. 
   
 
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