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Made in us
Mutated Chosen Chaos Marine





Ohio

 felixcat wrote:

I think you start with this ...

Chaos Lord, MoN, Power Fist, Lightning Claw, Slaughterer’s Horns, Daemonheart, Sigil of Corruption, Blight Grenades, Bike
Chaos Sorcerer, Balestar of Mannon, ML3, Bike
5 Plague Marines, 2 Plasma Guns, Rhino, Dirge Caster, Havoc Launcher
10 Cultists
2 Heldrake, Hades or Baleflamer
5 Chaos Spawn, MoN
3 Obliterators, MoN

Now you can add more HS and troops or ally in CSM.


I meant a list using the blob of possessed that Asmodai mentioned.

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Made in us
Archmagos Veneratus Extremis




On the Internet

I've been toying with my own ideas for how to build a fun Crimson Slaughter army that may not be perfectly optimized but could play well on the table.

I'm currently looking at two different ways to build the Lord:

Chaos Lord #1:, MoK, Relentless Blade, Slaughter's Horns (for the Furious Charge bonus), Daemonheart, Sigil of Corruption, Juggernaught (rides in a pack of Spawn),
Chaos Lord #2: MoN, Relentless Blade, Slaughter's Horns, Daemonheart, Blight Grenades, Sigil of Corruption, Bike (rolls in a unit of bikes)

Obviously the first one is slightly killier with the extra attack and isn't too unreasonably defensive wise at T5, W4 (riding with bikes wouldn't be bad either, but they'd need to be marked correctly to match), but the second trades that extra attack and wound to get to T6, has the same Strength value. A squad of Nurgle bikes is decently hard to kill as well which makes the unit a bit harder to kill, but they're faster as well so they can be stuck in by turn 2.

As for the army properly:

Troops:
2 Squads: CSM (x 10), MoK, IoW, +CCW, 2 Melta, Gift of Mutation on the champ (Give the Champ a Lighting Claw or a Power Weapon?), Rhino, Dirge Caster, Havoc Launcher
1 Squad: Cultists (20-35), Heavy Stubber or Flamers (backfield objective holders mainly)

Fast Attack:
Heldrake, Baleflamer
Raptors (x10), 2 Flamers, 2x LC on the Champ, Gift of Mutation on the Champ (suggested marks? Objective/Pathfinder/Weapon Team hunters)
Bikes or Spawn, max unit (depending on the Lord)

Heavy Support:
Forgefiend (Triple Plas build) (dropped as point require)

2x of either Vindicators (Possessed), Predators (maybe Possessed?) or Obliterator units.

And that's what I'm basically trying to build with/around. I'm open to suggestions (mainly between the options listed more than "you should never take that, it's not competitive enough, so take this instead"), but keep in mind this isn't something I'm trying to take Nova with, this is a fun list I'm putting together I'm hoping to have will have some bite to keep things interesting. And no, I'm not filling the army with Plague Marines. If I wanted that I'd still be playing Death Guard.
   
Made in us
Mutated Chosen Chaos Marine





Ohio

Looks like fun. I'd go with the second lord, but drop the blade for PF/LC. The blade just doesn't seem like it will get it's chance to reach it's full potential. If you want to take a Forgefiend, I would suggest squeezing in a sorcerer with the divination relic for buffs.

This message was edited 1 time. Last update was at 2014/03/21 00:05:01


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On the Internet

 l0k1 wrote:
Looks like fun. I'd go with the second lord, but drop the blade for PF/LC. The blade just doesn't seem like it will get it's chance to reach it's full potential. If you want to take a Forgefiend, I would suggest squeezing in a sorcerer with the divination relic for buffs.

Yeah I know the Fisticlaws build is statistically better, but honestly I like the idea of the sword more, even if it isn't as numerically good.

I've been trying to find a use for the Sorceror, and while that does sound handy to TL the Ectoplasma Cannons, does it carry over to the Gets Hot rolls? I'm not as familiar with fielding plasma cannons so I'm not 100% on that.
   
Made in us
Monstrous Master Moulder




Cleveland, Ohio, USA

 ClockworkZion wrote:
 l0k1 wrote:
Looks like fun. I'd go with the second lord, but drop the blade for PF/LC. The blade just doesn't seem like it will get it's chance to reach it's full potential. If you want to take a Forgefiend, I would suggest squeezing in a sorcerer with the divination relic for buffs.

Yeah I know the Fisticlaws build is statistically better, but honestly I like the idea of the sword more, even if it isn't as numerically good.

I've been trying to find a use for the Sorceror, and while that does sound handy to TL the Ectoplasma Cannons, does it carry over to the Gets Hot rolls? I'm not as familiar with fielding plasma cannons so I'm not 100% on that.


TL for non-to-hit-rolling weapons allows a re-roll for the Gets Hot! dice as well.

They are my bulwark against the Terror. They are the Defenders of Humanity. They are my Space Marines, and they shall know no fear. 
   
Made in us
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On the Internet

 obsidiankatana wrote:
 ClockworkZion wrote:
 l0k1 wrote:
Looks like fun. I'd go with the second lord, but drop the blade for PF/LC. The blade just doesn't seem like it will get it's chance to reach it's full potential. If you want to take a Forgefiend, I would suggest squeezing in a sorcerer with the divination relic for buffs.

Yeah I know the Fisticlaws build is statistically better, but honestly I like the idea of the sword more, even if it isn't as numerically good.

I've been trying to find a use for the Sorceror, and while that does sound handy to TL the Ectoplasma Cannons, does it carry over to the Gets Hot rolls? I'm not as familiar with fielding plasma cannons so I'm not 100% on that.


TL for non-to-hit-rolling weapons allows a re-roll for the Gets Hot! dice as well.

Ah, good. So sticking the Sorc in a blob of Cultists in range of the Forgefiend would be handy then?
   
Made in us
Mutated Chosen Chaos Marine





Ohio

 ClockworkZion wrote:
 obsidiankatana wrote:
 ClockworkZion wrote:
 l0k1 wrote:
Looks like fun. I'd go with the second lord, but drop the blade for PF/LC. The blade just doesn't seem like it will get it's chance to reach it's full potential. If you want to take a Forgefiend, I would suggest squeezing in a sorcerer with the divination relic for buffs.

Yeah I know the Fisticlaws build is statistically better, but honestly I like the idea of the sword more, even if it isn't as numerically good.

I've been trying to find a use for the Sorceror, and while that does sound handy to TL the Ectoplasma Cannons, does it carry over to the Gets Hot rolls? I'm not as familiar with fielding plasma cannons so I'm not 100% on that.


TL for non-to-hit-rolling weapons allows a re-roll for the Gets Hot! dice as well.

Ah, good. So sticking the Sorc in a blob of Cultists in range of the Forgefiend would be handy then?


Yeah that should work out. Just leave the sorc unmarked so he'll get to make all his rolls on Divination or he can join to any unit he wants. One thing you'll have to keep in mind though is by putting him in a unit of Cultists he'll be subject to majority toughness and be easier to wound.

This message was edited 1 time. Last update was at 2014/03/21 03:14:47


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Hm, true, but being able to pass wounds off gives him a lot of ablative wounds. Perhaps sticking him on Palaquin for the extra wounds just in case he fails some LoS! rolls? It's not like Nurgle has a lot of bad powers and Prescience is the only Div power that I -need- for him to support the Forgefiend, the others are bonuses.
   
Made in us
Mutated Chosen Chaos Marine





Ohio

I still would leave him unmarked mastery lvl 3. Just about every power in divination is worthwhile. You could give that Forgefiend a 4++ and Twin Link! The Nurgle powers are ok, but are not as good at buffing the other units.

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On the Internet

 l0k1 wrote:
I still would leave him unmarked mastery lvl 3. Just about every power in divination is worthwhile. You could give that Forgefiend a 4++ and Twin Link! The Nurgle powers are ok, but are not as good at buffing the other units.

That's fair. I was just considering if the additional point of toughness and two extra wounds were worth the trade off.
   
Made in gb
Morphing Obliterator






I don't know if I am the first to realise this, but with the balestar you can now legimiately (sp?) field 2++ obliterators or warp talons without taking the mark of tzeentch (so they can also be t5 with the mark of nurgle) if you manage to get the 4++ power from divination (with a lvl 3 all rolling divination powers you have a reasonable shot).

I look forward to the nastiness this relic will unleash!

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Made in us
Drew_Riggio




 rohansoldier wrote:
I don't know if I am the first to realise this, but with the balestar you can now legimiately (sp?) field 2++ obliterators or warp talons without taking the mark of tzeentch (so they can also be t5 with the mark of nurgle) if you manage to get the 4++ power from divination (with a lvl 3 all rolling divination powers you have a reasonable shot).

I look forward to the nastiness this relic will unleash!


How do you mean? They would just gain a 4++ save (3++ with tzeentch)

This message was edited 1 time. Last update was at 2014/03/21 15:56:17


 
   
Made in us
Monstrous Master Moulder




Cleveland, Ohio, USA

GorillaWarfare wrote:
 rohansoldier wrote:
I don't know if I am the first to realise this, but with the balestar you can now legimiately (sp?) field 2++ obliterators or warp talons without taking the mark of tzeentch (so they can also be t5 with the mark of nurgle) if you manage to get the 4++ power from divination (with a lvl 3 all rolling divination powers you have a reasonable shot).

I look forward to the nastiness this relic will unleash!


How do you mean? They would just gain a 4++ save (3++ with tzeentch)


4++ Forewaring. 2++ Grimoire from Daemon allies.

They are my bulwark against the Terror. They are the Defenders of Humanity. They are my Space Marines, and they shall know no fear. 
   
Made in us
Mutated Chosen Chaos Marine





Ohio

 ClockworkZion wrote:
 l0k1 wrote:
I still would leave him unmarked mastery lvl 3. Just about every power in divination is worthwhile. You could give that Forgefiend a 4++ and Twin Link! The Nurgle powers are ok, but are not as good at buffing the other units.

That's fair. I was just considering if the additional point of toughness and two extra wounds were worth the trade off.


If you can keep the sorc in cover/out of LOS he should still be good. Or maybe stick him in a blob of cultists camping a backfield objective but in range of the Forgefiend so he can buff it.

I like the idea of putting him of a bike with a beefy biker lord. A Nurgle biker lord and some nurgle bikers zipping around with an unmarked lvl3 sorc giving them twin link or a 4++ sounds pretty awesome

This message was edited 2 times. Last update was at 2014/03/21 18:50:12


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The only part about putting him in the Bike Squad I don't like is making it more of a target. Nurgle Bikers are already a red flag for some people, a tooled Lord riding with them is a second red flag, I don't want to add a third one into the unit.
   
Made in us
Mutated Chosen Chaos Marine





Ohio

 ClockworkZion wrote:
The only part about putting him in the Bike Squad I don't like is making it more of a target. Nurgle Bikers are already a red flag for some people, a tooled Lord riding with them is a second red flag, I don't want to add a third one into the unit.


True. Not putting all of your eggs in one basket is a good call.

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Made in us
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On the Internet

EDIT: I misread things. Fixed now.

Personally I shy away from loading all my stuff up into big massive Deathstars, I like to spread my HQs around a bit and generally not run full on Deathstar formations. Maybe it's all that time playing Sisters that's gotten me playing that way. I will admit I am used to watch in my Powered Armojred squads vanish in a pink mist of blood and body parts to whatever my opponent has.

This message was edited 1 time. Last update was at 2014/03/21 23:33:59


 
   
 
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