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Made in us
Fresh-Faced New User




Abaddon

Sorc
Plasma Pistol
Mutation
ML3
Tzeentch
AoDG
Familiar
Vet
Jump Pack

10 CSM
Plasma Gun
Plasma Gun
Tzeentch
Icon of Flame
Mutation
Vets
Rhino + Dirge Caster

20 Cultists
Tzeentch
Flamer

20 Cultists
Tzeentch
Flamer
Heavy Stubber
Shotgun

5 Terminators
4x Lightning Claws
1x Powerfist (Champ)
Nurgle
Vets

10 Plague Marines
2x Plasma Gun
Mutation
Rhino + Dirge Caster
Vets

Warp Talons
2x Mutation
Tzeentch
Vets

Forgefiend

Maulerfiend

Looking to squirt the Maulerfiend in there now to test her out
Running Abaddon with the Termies and Sorc with Talons

Plague Marines to sit hard on a ruin and say "Get me out..."
Stubber cultists to score an objective
Flamer cultists to draw fire
CSM to run harass behind talons/spawnaddon
Forgefiend in the back laying waste with cannons
Maulerfiend running up with the Plague Marines then branching off to deep strike locations for walker protection
Termies with Abaddon to lolocoaster over anything not on a cushiond metal box seat
Sorc will hopefully roll boon of mutilation (have got it 5/6 gams) and boost up himself and the talon champ so they can flabbergast everythings face


also invis + forgefiend = hehe
   
Made in us
Preceptor




i don't like the MoT on the cultists. While it might be fluffy, i don't see enough of an advantage to make it worth taking. ditto for the warp talons. I'd drop them and take something killier.

2000 2000 1250

Malifaux: 75 ss neverborn, 50 ss Guild.

Warmachine: 75 pts Menoth
Hordes: 65 pts trollblood


 
   
Made in us
Fresh-Faced New User




androcles138 wrote:
i don't like the MoT on the cultists. While it might be fluffy, i don't see enough of an advantage to make it worth taking. ditto for the warp talons. I'd drop them and take something killier.


My warp talons have killed Ahriman in a single assault phase...

It sucks they don't have nades, but they make up for it in killing power (4 attacks at ini 5, 5 on champ who kills whomever accepts the challenge with)
   
Made in us
Sneaky Sniper Drone





United States New Mexico

Putting mark of Tzeentch on the warp talons upgrades thier invul save to a four which i like. However i do agree that the mark on the cultist is a waste of points.
   
Made in gb
Judgemental Grey Knight Justicar






kenc wrote:
androcles138 wrote:
i don't like the MoT on the cultists. While it might be fluffy, i don't see enough of an advantage to make it worth taking. ditto for the warp talons. I'd drop them and take something killier.


My warp talons have killed Ahriman in a single assault phase...

It sucks they don't have nades, but they make up for it in killing power (4 attacks at ini 5, 5 on champ who kills whomever accepts the challenge with)


Its not that they can't kill but they are over priced for 30 point models that die so quickly. your killy warp talon unit will be 2 guys with few attacks after 1-2 squads have shot them and they have now lost all ability to do anything.

150 points can be spent on alot more stuff.

Your abbadon needs something to take him into combat otherwise his very slow. you Having 1 of each unit is so easy for someone to focus fire if its objectives game, 1st turn say bye bye to your cultists, and expect your dakka fiend to be gone, then the next 2-3 turns is the slow process of walking up and getting shot and seeing the enemy slowing moving back away from you.

You either get a pair of something or don't take it, you need your whole army to be the same pace or its gonna be shot at in stages. Deathstar units need to have a quick way to get into combat fast and draw all the fire.

To be honest your list is basicly you picking almost every unit from the army list. Plague marines, cultists, everything nurgle and autocannon havocs are all very good. abbaddon and typhus are probably the only special HQ I would consider other than the normal generic HQs.
   
Made in us
Tzeentch Aspiring Sorcerer Riding a Disc






Battle Barge Impossible Fortress

I use Tzeentch Warp Talons. Keep 'em! O.O
   
Made in gb
Judgemental Grey Knight Justicar






 Brometheus wrote:
I use Tzeentch Warp Talons. Keep 'em! O.O


if you planning to keep them, you might consider 2 squad of them so the oppnent got more than 1 to focus fire on. Or have another bigger threat. e.g. abbadon in rhino speeding towards them or even better land raider.
   
Made in us
Tzeentch Aspiring Sorcerer Riding a Disc






Battle Barge Impossible Fortress

Agreed. They only work in my list because of the d3 infiltrators
   
Made in us
Fresh-Faced New User




 Marthike wrote:

Its not that they can't kill but they are over priced for 30 point models that die so quickly. your killy warp talon unit will be 2 guys with few attacks after 1-2 squads have shot them and they have now lost all ability to do anything.

150 points can be spent on alot more stuff.

Your abbadon needs something to take him into combat otherwise his very slow. you Having 1 of each unit is so easy for someone to focus fire if its objectives game, 1st turn say bye bye to your cultists, and expect your dakka fiend to be gone, then the next 2-3 turns is the slow process of walking up and getting shot and seeing the enemy slowing moving back away from you.


Sorry it appears you had the idea I was walking them on the board.

Abaddon and the Termies are Deep Striking, so are the Talons (sometimes I jump them across, but that nade burst against squishies...)
I haven't met many players (I play at a competitive location...) that target the FF over the MF.

It also seems you think I'm bunching my cultist for some reason? I don't know why you have that thought. It's not like I'm tarpitting with units of 10 that are just sitting in the open . They're scoring units that have a 6/6++ for an additional 20 points... I could drop the 6++ for 40 free points which leaves me around 1953. I like my talons, they're deadly and effecient... I'm sorry you can't properly use them? With 50 points I don't have much to toss around except a ecto to the FF's face (which has not yet been wrecked in 6 games) but the range only makes it good when they start to push (at which point I'm planning on being their desperate push)
   
Made in gb
Judgemental Grey Knight Justicar






kenc wrote:
 Marthike wrote:

Its not that they can't kill but they are over priced for 30 point models that die so quickly. your killy warp talon unit will be 2 guys with few attacks after 1-2 squads have shot them and they have now lost all ability to do anything.

150 points can be spent on alot more stuff.

Your abbadon needs something to take him into combat otherwise his very slow. you Having 1 of each unit is so easy for someone to focus fire if its objectives game, 1st turn say bye bye to your cultists, and expect your dakka fiend to be gone, then the next 2-3 turns is the slow process of walking up and getting shot and seeing the enemy slowing moving back away from you.


Sorry it appears you had the idea I was walking them on the board.

Abaddon and the Termies are Deep Striking, so are the Talons (sometimes I jump them across, but that nade burst against squishies...)
I haven't met many players (I play at a competitive location...) that target the FF over the MF.

It also seems you think I'm bunching my cultist for some reason? I don't know why you have that thought. It's not like I'm tarpitting with units of 10 that are just sitting in the open . They're scoring units that have a 6/6++ for an additional 20 points... I could drop the 6++ for 40 free points which leaves me around 1953. I like my talons, they're deadly and effecient... I'm sorry you can't properly use them? With 50 points I don't have much to toss around except a ecto to the FF's face (which has not yet been wrecked in 6 games) but the range only makes it good when they start to push (at which point I'm planning on being their desperate push)


Deep striking.... means you come on turn 2 which means his fire power will all be focused on your fiends, No one will shoot your plague marines because 10 its just too touch to crack unless you got some S10 ap2 large blast. The unit of 10 CSM is no danger to anything which can be dealt later, all the anti tank will focus on 2 av 12 tanks and all the anti infantry will focus the cultists first turn. cultists get the 5+ cover if they are hiding or 6++ if they are in the open almost all guns have an ap (only guard don't).

typical list for SW have 12 missiles 3-4 lascannon. BA can pack the same amount of missiles and some deep striking melta. However, if tehy go predator spam thats 3 assualt cannon 3 autocannon 12 lascannon. GK 48 psycannon shotsbut they will not be in range untill turn 2 or maybe only snap fire. 12 S8 autocanon shots. Necrons S10 ap1 = death.

Normal space marine will pack somewhere in between that but with some largeblast S10 ap2 shots from vindicators.

Depends who goes first, if you do, you got 1 FF to shoot at 1 target. opponet goes first, say bye bye to atleast 1 fiend and most of your cultists.

Turn 2 abba and talon arrive,

VS GK talon get shot up and assulted and I6 force weapons= win
VS SW GH are the best MEQ in the game no doubt and they pack alot of close range fire power.
VS necron (better than GK shooting)
VS BA either they are all in tanks or jet packs so they can just run away from you or assualt you, assualt will be a even fight i imagine.

And what ever is left ap2 weapons shots abba and termis and the rest focus troops. say bye bye to cultists and most of your CSM.

What you don't have are anti tank stuff, the only anti tank I can see are plasma gun and the FF which is not enough. Plasma gun can hardly kill a rhino. and FF can only kill 1 tank at a time.

You also can't rely on getting the power you want its not always gonna happen.

And basicly your list is easy to pick apart. Deeps striking means you only gonna get abba and the warp talon to combat in turn 3 so its 1500 points vs 2000 points for the first 2 turns which is not good.


Automatically Appended Next Post:
also MF, I don't see the need to focus it because either I am not seeing the rules but his only got 4 attacks on the charge, I am happy to let him get tarpited by my troops.

Also my comparisson with armies are 1750 pts not 2k which you should expect more dakka.

This message was edited 1 time. Last update was at 2012/10/10 20:55:23


 
   
Made in us
Fresh-Faced New User




I'm sorry I can't take anything you say seriously with your method of thinking. Either you are the best dice roller in the world or don't play 40k.

Theorycrafting is onlyh possibly when you take in effect averages, which you clearly do not.
   
 
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