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![[Post New]](/s/i/i.gif) 2020/04/19 08:15:40
Subject: [2000] - Mostly slaanesh soup,
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Fresh-Faced New User
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So on my eternal quest to develop a pseudo competitive list i come to this, im not sure if it could work, what do you guys think, is an mostly slaanesh list:
EC battalion
damon prince with wings (2x talons)
Apostle of slaanesh with disciples
troops
2x10 cultist
13 noise marines, 2 blastmasters, 11 sonic blasters
Night lords battalion
Jumpack lord with fist and combi melta (mark of nurgle)
Sorcerer with jumpack (mark of tzeench)
troops
3x10 cultist
Heavy support
2x venomcrawlers, mark of slaanesh both
flyer
2x helldrakes mark of slaanesh both
Slaanesh daemons supre command
Sylleske
daemon prince of slaanesh with wings
Contorted epitome
All is 1997 pts and 14 CP.
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![[Post New]](/s/i/i.gif) 2020/04/23 07:04:15
Subject: [2000] - Mostly slaanesh soup,
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Fresh-Faced New User
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Any help please?
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![[Post New]](/s/i/i.gif) 2020/04/24 01:08:36
Subject: [2000] - Mostly slaanesh soup,
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Nurgle Chosen Marine on a Palanquin
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A competitive list has a plan and a built in attack strategy against all other lists.
You need to present your standard strategy against a shooty list against a mellee list and. Really you need a plan against primaris marines (shooty), eldar (flyers and shooty) and tau (all shooty) and blood angels (probably combined arms shooty and mellee, turn 2 game over type list).
I see your night lords detachment, .... no warp talons? That's the main reason you'd ever want to field them. Attack with no overwatch, and lock them in combat the next turn. Its pretty risky with just a lord.
Noise marines are nice... what happens if they get focused on turn 1? You become 100% reliant on combat to deal with things...
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![[Post New]](/s/i/i.gif) 2020/04/24 07:16:51
Subject: [2000] - Mostly slaanesh soup,
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Fresh-Faced New User
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Thanks for the help Sazzlefrats
My standar estrategy vs a shooty/combined list i and primaris also is this:
the cultist are for ground control, and to sit on objetives, and obviously to die XD
the helldrakes are the vanguard, they can be anywhere on the field turn 1 to charge key targets, tank some damage and to deliver the Nl vox stratagem when needed.
The venomcrawlers are the 2nd line of charging with the DPs and sylleske, all get +1 s, all can advance and charge, also the venomcrawlers can shoot, and screen the characters.
The noise marines are nuke units, point and kill, they work with the EC dp that can also deny overwatch with armor of abhorrence., the apostle is there to keep them from running and giving them +1 to hit or -1 to be hit according to the enemy, alsso combat drugs can make them more resilent,tactical perfection can be used also to bait enemy units, protect them etc.
the Daemons are mostly because of their auras but also because they offer more thret saturation, they can hide behind other units all of them are under 10 wounds, they give psiquic support, and offensive, the epitome can help to keep the enemy on cc combat, also i got acces to the gem relic to deactivate enemies if i want to save CP.
the sorc can give more psiquic support, and the jumpack lord can help with some smashing and to lock enemy units on combat.
I think that my main issue is vs melee lists, im not sure if i can deal properly with them, but arent many of those in my ITC tournament meta, most people play shooty or mixed.
My night lords are more for the vox cast stratagem and the we have come for you one, since the armor of abhorrence can deny overwatch too,
the epitome also helps locking the enemy on combat, between phantasmagoria and the NL i think i can lock almost any other enemy enough for the rest of my CC units can deal with them.
Yes you are right with the noise marines, is a risk, ive thinking about modifiying the list a little, what do you think of 2 units of 10 instead?, my idea behind the blob of 18 is to use tactical perfection estratagem to protect them or put them out of danger sort of a mind game and of course estratagem/spell efficiency
a friend recommended me a big blob of cultist for tide of traitors+honor the prince what do you think about it, im a little tired now, but i will upload a slighly different list with close to the same idea of usage
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![[Post New]](/s/i/i.gif) 0006/09/24 06:18:25
Subject: [2000] - Mostly slaanesh soup,
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Nurgle Chosen Marine on a Palanquin
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All I was saying is that you have one shooty unit, if you can protect them somehow great, if not, you become a pure mellee list.
With Nightlords, you can't use helldrakes or venom crawlers to lock down units. It has to be nightlords infantry, and then the opponents type can't be vehicles or titanic. Thats why I was suggesting a unit (of 10) warp talons. The come in, do a bunch of damage and can lock down many units in return for the next turn.
Otherwise I think the list is pretty good.
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![[Post New]](/s/i/i.gif) 2020/04/15 04:14:30
Subject: [2000] - Mostly slaanesh soup,
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Fresh-Faced New User
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I know, the helldrkes arent for locking, atleast not because they are nightlords , but with the support of the epitome they can and dosent matter if they are vehicles or titanic.
I got the talons, but in my experience they arent good killing, neither resilent, and in my meta most people is experienced and effective screening against deepstrikes.
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![[Post New]](/s/i/i.gif) 2020/04/28 18:42:59
Subject: [2000] - Mostly slaanesh soup,
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Toothy 3rd Gen True Hybrid
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quzzaq wrote:Thanks for the help Sazzlefrats
a friend recommended me a big blob of cultist for tide of traitors+honor the prince what do you think about it, im a little tired now, but i will upload a slighly different list with close to the same idea of usage
Na, not convinced. You have them in your list as cheap CP pumps and objective grabbers, and that alone might be worth it to rebuild one or two of them near the end of the game, but no amount of blobbing makes them even decent in melee. If you want Cultist units to actually threaten something, you also need to stuff them with special weapons, and they only can take ranged ones,, and then you would have to decide what to cut.
2 questions, though.
1) Do you really need those 14 CP? That's not a rhetorical question, the answer might be yes or no, Best play a few games and watch if you got CPs leftover at the end of the game. If you don't need them, you could save 160 pts worth of cultists and field a second unit of nice marines instead, because:
2) Do you have Imperial Guards, or Orks, or Chaos Daemons, or Tyranids or Genestealers or Deathwatch in your meta? Because that one unit of NM seems to be the only tool to really get a lot of GEQ off the board. I might be wrong, 3 DPs, a lord, an apostle, a sorcerer and a twin herald can do some chopping, but I feel like against a real horde they might get stuck in tarpits.
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This message was edited 1 time. Last update was at 2020/04/28 18:44:45
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![[Post New]](/s/i/i.gif) 2020/05/02 04:33:17
Subject: [2000] - Mostly slaanesh soup,
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Fresh-Faced New User
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Hi auntherbert
Question 1
yes and no, what i mean is that im spending a few of those pregame and the noise marines are PC intensive:
extra relic 1cp
combat drugs 2cp
veterans atleast 2cp
cacophony atleast 2cp
frequencies atleast 1cp
Command reroll atleast 1cp
honor the prince atleast 1cp
daemon forge atleast 1cp
tactical perfection 1cp
tide of traitors 2cp
we have come for you 1cp
prey o nthe weak 1cp
vox daemonicus 2cp
Most of the time i run out of cp at turn 2, sometimes 3.
i was thinking more for behind enemy lines, tarpit enemies, or for recon
2) imperial guard, tyranids and genestealers are very common in my meta, i do want to add more noise boys, i was thinking about playing 2x10 instead of the one 1x18, what do you think?
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![[Post New]](/s/i/i.gif) 2020/05/02 12:03:34
Subject: [2000] - Mostly slaanesh soup,
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Toothy 3rd Gen True Hybrid
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Well, 2x10 allows you to get more special weapons on the field, but a) you will still have to cut something else, b) the smaller the unit the safer the morale checks, but the earlier you have to take those special weapons off the board, and c) cacophony is naturally more valuable on a bigger unit.
I don't have a silver bullet, either
The question about CP is a result of some introspection, that I haven't finished yet. I used to build my lists around always going for 3 battalions for max rep, and then spending them like a drunken sailor.
Lately I saw some youtobe batreps of guys, that started their games with very few CPs, and still did very well, because the units they used were just very capable in and of themselves, and started questioning my old philosophy.
AuspexTactics had a youtube video, where he calculated, that one CP spent should on average earn 35 points of atrition advantage, and I started to think, whether my way of using CP was really that effective, and decided to test some low, or at least lowER CP list builds in future, to find an optimum.
Sadly, as everyone knows, Nurgle took a big old dump on real life, so I couldn't really take that new philosophy to a test, yet.
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