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Made in dk
Fresh-Faced New User





Army background:
I got tired of pushing around blobs of cultists and with the continuous nerfing they get, I figured I wanted a low model count chaos army for the quicker games on workdays.

>CSM Black legion Battalion<
soul forged pack -1 CP

>HQ<
Lord dischordant on helstalker, warlord, master of the soul forges, mecha-serpents, MoN
Sorcerer, jumppack, warptime, miasma og pestilence, MoN

>TROOP<
10 x cultists w autogun, MoS
10 x cultists w autogun, MoS
10 x cultists w autogun, MoS

>HEAVY SUPPORT<
Maulerfiend, lashertendrils, MoN
Maulerfiend, lashertendrils, MoN
Maulerfiend, lashertendrils, MoN

>TS patrol detachment<
TS relic -1 CP

>HQ<
Demon prince of tzeentch, wings, gaze og fate, weaver of fate, dark matter crystal

>TROOP<
25 x Tzaangors w tzaangor blades, brayhorn

>Renegade knight, superheavy detatchment<

>LoW<

Renegade knight w 2 x avenger gatling cannons

Armiger w auto cannons

Armiger w auto cannons

Total CP: 9

Battle plan: Threat saturation and a sizeable alpha strike.
Warptime the helstalker with miasma of pestilence protection and demon forge stratagem. Maybe even getting off a lucky charge with an advancing mauler fiend with the "infernal engine stratagem"
Tzaangors charge T1 with dark matter crystal, gaze of fate + CP reroll of the 8" charge and using cycle of slaughter for a chance of locking up important enemy units.
Dakka dakka with the knights.

My own dilemmas:
Should I swap out 1 of the mauler fiends for 5 tzaangors and the master of possession for protecting the demon engines?
Are the fiends + the helstalker enough for T8 targets? I could swap out the double gatling knight + 1 mauler fiend for a castellan.
Do I have enough attacks in total for dealing with horde lists? I rely on the tzaangors and avenger cannons, but I could throw away the armigers 3 CPs to include maybe a blob of noisemarines?

   
Made in us
Daemonic Dreadnought





Eye of Terror

A few thoughts.

I played against a very similar list with my Black Legion army this past weekend. There was one less Maulerfiend and more Tzaangor, but otherwise very similar.

From an opponent's perspective, this is a triple threat list. Between all the daemon engines / LD, knights and Tzaangor, I had to think hard about what to focus on each turn. The way I won was by taking down the Knight while softening up the Tzaangor. I sacrificed a few units to tie up the Daemon Engines.

A few thoughts:

- The Armigers did not play much of a role in my game, they caused wounds on a few CSM units and that's it. The points may be better spent on strengthening your other units.

- The Tzaangors were the MVPs of the game, clearing a couple CSM squads off objectives and costing me victory points. they made the score very close. You might want to think about more squads of them to turn that patrol detachment into a battalion.

- Something I observed, Tzaangor blobs and Daemon Engines really compete for placement on the board. Be careful for one boxing out the other. My opponent deployed his Maulerfiends on the right flank. I never killed any, I just shot at them until they were degraded. After their charges, they didn't have the distance to catch the main force of my army. There was this situation at the end of the game where the Maulers needed to make a 10 inch charge for a chance to win. Neither did, but they would have had a better chance had they fought closer to the middle of the board.

   
Made in dk
Fresh-Faced New User





Thanks for the feedback techsoldaten
I agree regarding the armigers, their -1 AP is a real slap in the face which means their wounds easily gets saved. I was thinking that i could switch them out for melee armigers instead for more pressuring and a threatening D6 Str8, -4AP shooting + 3 more tzaangors, though I would lose the long 72" threat range of the helverins.

I'm not sure about adding more tzaangors, as I would be restricted to turn 2 deep strike with the webway infiltration stratagem. I'm no so fond of waiting the potentiel 2 turns of enemy shooting before they get in and start doing work.

About placement of the fiends and melee armigers, I was thinking of putting them dead center if I deploy first. The 12 " move and advance x 2 with warptime and infernal engine stratagem insure at least the helstalker of getting into CC turn 1. The tzaangors have the flexibility of popping up anywhere, so I would have opportunity of putting them on another flank. I hope to get rid of annoying screens with the avenger gatling cannons, so my guys can charge the juicy stuff



   
 
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