|
Renegades (Purge):
Arch demagogue
4 Disciples with autocannon and grenade launcher
3 spawn
3 spawn
3 spawn
3 spawn
3 spawn
3 spawn
2 Earthshakers
2 Wyverns
3 Rapier laser destroyers with militia training
3 Rapier laser destroyers with militia training
Giant Spawn
Giant Spawn
Giant Spawn
Skyshield landing pad (for Rapier visibility and 4++)
Helforged Warpack:
Warpsmith (Warlord hiding in Earthshaker battery)
Maulerfiend with lasher tendrils
Maulerfiend with lasher tendrils
Maulerfiend with lasher tendrils
Maulerfiend with lasher tendrils
Maulerfiend with lasher tendrils
1850pts
So the big beasties are obviously the 5 Maulerfiends and 3 Giant Spawn. The Maulerfiends get to use Daemonforge 3 times each a battle, with lasher tendrils, all models in base contact lose 2 attacks each (down to a minimum of 1), whilst the Maulerfiends get 4 st10 (although only WS3) attacks on the charge. Everyone knows how fast these are and more durable that traditional dreads with a 5++ (one with a 4++), IWND and 2+ against crew shaken/stunned. The Giant Spawn are slower with a normal move and tend to be quite vulnerable to mid strength shooting but are only 80pts apiece and I expect an opponent will be more focussed on the fast Spawn and Maulerfiends to make them a priority. I currently own 2 (use big Skaven beasties to represent) and can say that they are hard as nails if they get into assault.
The 18 spawn hitting in a tide with the Maulerfiends should give anyone a headache, whilst there is a reasonable shooting element to the list as well with the 4 HS artillery slots.
Taking the max 5 Maulerfiends means I reduce the cost of the Warpsmith tax to 20pts per model for 2 extra uses of Daemonforge each (if you count the Alphas upgraded save as 10pts). If an opponent is daft enough to target the Alpha first then the rage bonus will be sweet too.
|