Wow, thanks for your input. You were right in everything, sadly
CSM can't even join the units of their battle brothers, go allies! I am not really familiar with the entire codex of daemons and my army builder needs updating, as I did not realize the mistake regarding Noise Marines and the Combi Melta. I can maintain the combo but I need to drag the lord out of the deathstar and put them with some noise marines. It reduces its potential somewhat, but I think it keeps being nice and semi-competitive. It is not meant to be a cheap cookie-cutter tournie winner, but something that I can bring to a tournie, win some games, and not get tabled too much.
NEW LIST:
Chaos Lord: 155
Seal of Corruption
Burning Babies in Skalatrax
Power Armour
Grenades
Mark of Slannesh
Power Sword
CCW
(Now this guy managed to get even more expensive than before, but he gets to burn babies in the known resort of Skalatrax and also gets a ++4 save)
Chaos Sorcerer: 105
Frag Krak Grenades
Power Armour
Mark of Slannesh
Slanneshi Steed (cavalry, acute senses, outflank)
ML 1 (Takes Sensory Overload Primaris, part of the combo)
Melta Bombs
Bolt Pistol
Force Sword
(Unchanged)
Noise Marines (5+1, 6 being the sacred number of slannesh): 217
Blasmastah
GheDoom Siren on da champ
Rhino
Noise Marines (5+1, 6 being the sacred number of slannesh): 217
Blasmastah
GheDoom Siren on da champ
Rhino
Chaos Gangstah (14+1): 90
13 Autoguns for those drive-by
1 Flamah
FAST ATTACK:
Heldrake: 170
Baleflamer
HEAVY SUPPORT:
Havocs (4+1): 115
4x Autocannons
Aegis Defense Line: 100
Quad gun
ALLIES:
HQ:
Herald of Slannesh: 145
Daemon of Slannesh
Steed of Slannesh
Exalted Focus of Beguilement
ML 1 (Takes Excess Slanneshi powers, hoping for 1-2 Acquiescence, makes the combo)
Lesser Reward of Chaos (going for option 0)
Greater Reward of Chaos (going for option 0)
TROOPS:
Hoemonettes (10): 90
FAST ATTACK:
Soulseekers of Slannesh (8): 101
Heartseeker
TOTAL: 1500 points BABY, rite on the kisser!
What about now? I made it legal and mostly only changed the lord.
I know the combo is perhaps a bit hard to pull off, but anything I spend points in psych is going to eventually get countered by someone. If I play against
SW, I would most likely charge tanks away from the front line, or Long Fangs hiding in an
ADL, not the rune priest's unit. I know my gurls can die to sustained fire, but then again most of the enemy should be firing at my front line troops at the objetives and not at my outflank units. If they do so, then less fire for me to gurgle on. The Sorcerer now goes like an
IC but really close to the Soulseekers. The combo could work anyway.
Automatically Appended Next Post:
akaean wrote:Sadly the list is illegal
1) noise marines require 10 members to take a second blastmaster.
2) lord doesn't have enough weapons to trade for 2 claws and a combi melta.
Thanks man, I fixed it. I did not realize it.
4) reserves don't start to come in until turn 2
Aware of it, but I think that an outflank manouver with acute senses towards the rearguard after most of them moved forward is interesting. I get to eat mostly ranged stuff left behind and rather weaker units. I can even eat with the cavalry whatever weaklings people left in charge of their home objective.
5) the initiative modifier is to a minimum of 1. So your opponent still gets to swing, and if you charged through cover your demons go at the same time. And also a further 1/6 chance that your enemy will resist blind.
Aware of it, but it's a 1/6 chance. I see strategies based on more flimsy odds and mathhammers with more variation.
Tactical issues
6) its worth spending 10 more points to give your lord claw+ fist. Same number of attacks, more options in cc.
Perhaps. I am considering it. Gave him a completely new buildup
7) while the steed of slaanesh is awesome. For competitive reasons a bike is far better because it raises the lords instant death threshold.
Yeah, maybe. But I removed him from the outflank unit.
8) cc characters with a 3+... you need that 4++ from sigil.
Got it for the LORD!
9) 5 heartseekers is not nearly enough. They will get shredded by rapid firing bolters in about 1 turn. You need 10-15 or so.
Buffed the unit with a few bodies. As many as I could spare. Good point.
10) The combo is inherently unreliable because you need to pass 2 psychic tests for it to work, then your opponent needs to fail 2 deny the witch rolls. If you play against Space Wolves, Rune Priests will add an additional layer of psychic defense to the mix.
Aware of that. I will not try that combo near psychic resistant units. Anyway, only
SW and eldar can really muster a strong psyk
def now. I don't even need the combo to deal with eldar and I would go for the long fangs and long range tanks against
SW.
11) The combo can only target one unit per turn. Typically this will leave the rest of your opponents army free to shoot you at their leisure.
That's where finesse comes to the fray. I would use the combo on the unit that would fire openly against me. The hardest threat so to speak. I would try to stay away or relatively hidden from the other units. This is an outflank unit that eat chucks of left over things, like those pricey longfangs, broadsides, razorbacks, anything people put in the
ADLs, and the like.