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well you understood what i meant, 1 relic per character regardless the codex.
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So here is an abomination of the fluff - I prefer straight up Iron Warriors, but this list is competitive.. I think? It is from models that I own and is a hodge podge of stuff people seem to rate as “good”.
CSM Battalion Detachment
Iron Warriors Chaos Lord (Warlord - Cold & Bitter), chainaxe
Alpha Legion Chaos Lord - chainaxe
40 Iron Warriors Cultists - Autoguns & Mark of Slaanesh
10 Iron Warriors Cultists - Autoguns & Mark of Slaanesh
10 Iron Warriors Cultists - Autoguns & Mark of Slaanesh
3 Alpha Legion Obliterators - Mark of Slaanesh
3 Alpha Legion Obliterators - Mark of Slaanesh
World Eaters Battalion Detachment
Dark Apostle
Dark Apostle
Exalted Champion - Powersword (Murdersword)
9 Khorne Berzerkers
9 Khorne Berzerkers
9 Khorne Berzerkers
Chaos Rhino - 2 Combi Bolters
Chaos Rhino - 2 Combi Bolters
Chaos Rhino - 2 Combi Bolters
Thousand Sons Supreme Command Detachment
Ahriman
Sorcerer - Force Sword & inferno bolt pistol
Sorcerer - Force Staff & inferno bolt pistol
2K pts.
Rough concept is that the thousand sons hide behind the fearless cultists and buff /dish out mortal wounds, world eaters smash, obliterators...err pound.
The CSM detachment could be pure IW, ignore cover is decent on obliterators. I am just thinking that forward operatives stratagem might be handy in some games. Thoughts?
Why 2 apostoles? I woul prefer give disk to ahriman and sorcerers, they va follow berserkers and buff them, they are your hammer
Automatically Appended Next Post: Why 2 apostoles? I woul prefer give disk to ahriman and sorcerers, they va follow berserkers and buff them, they are your hammer
This message was edited 1 time. Last update was at 2018/08/12 15:56:27
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Just to have enough units in the WE detachment to have the 3 transports. Kinda a toss up between an additional dark apostle or a min unit of bikes for obj taking.
Bit limited in the model variety on the sorcerers and have Ahriman on foot!
I have played the list minus the two sorcerers (havocs instead) and the bikes instead of the extra apostle, it has felt strong enough even with my basic tactics. I’d probably admittedly get smashed by a good player, but I’m hoping this current list can carry me somewhat!
This message was edited 1 time. Last update was at 2018/08/12 17:43:40
Hey folks I recently came into possession of a Greater Brass Scorpion of Khorne. I would love to build an army around it. Can I get suggestions as to what the rest of a 2k list would look like? Open to basically anything, as competitive as possible (while still including the scorpion).
Bryan01 wrote: Just to have enough units in the WE detachment to have the 3 transports. Kinda a toss up between an additional dark apostle or a min unit of bikes for obj taking.
Bit limited in the model variety on the sorcerers and have Ahriman on foot!
I have played the list minus the two sorcerers (havocs instead) and the bikes instead of the extra apostle, it has felt strong enough even with my basic tactics. I’d probably admittedly get smashed by a good player, but I’m hoping this current list can carry me somewhat!
The three units of Berzerkers are enough to get access to the 3 rhinos no?
Bryan01 wrote: Just to have enough units in the WE detachment to have the 3 transports. Kinda a toss up between an additional dark apostle or a min unit of bikes for obj taking.
Bit limited in the model variety on the sorcerers and have Ahriman on foot!
I have played the list minus the two sorcerers (havocs instead) and the bikes instead of the extra apostle, it has felt strong enough even with my basic tactics. I’d probably admittedly get smashed by a good player, but I’m hoping this current list can carry me somewhat!
The three units of Berzerkers are enough to get access to the 3 rhinos no?
Yup you're right, read the transport rules wrong. Saves me 76pts, probably just use that for icon of wraths, an extra berserker and upgrade a lord to sorcerer or something to get delightful agonies.
weaver9 wrote: Hey folks I recently came into possession of a Greater Brass Scorpion of Khorne. I would love to build an army around it. Can I get suggestions as to what the rest of a 2k list would look like? Open to basically anything, as competitive as possible (while still including the scorpion).
Since you want to go competitive, I’d recomend a soup list with a reliable Warptime caster - perhaps Ahriman? - eating the requisite Mortal Wounds to try to give it a first turn charge. Prescience is an idea to maximise the hits from those nice attacks and Diabolic Strength will be nice, especially if it grapples a T16 model - but you might want a second caster to be doing these to avoid terminal nosebleeds. A Battalion will be very important for rerolls on casting and Daemonfroge.
It’s an absolute fire magnet, so be prepared for it to die if you lose T1 and have a Plan B. I think useful supplementary units will be Berzerkers in a Rhino Rush and Noise Marines - it doesn’t want to get bogged down with hordes, and the Rhinos add to threat overload. Give them combi-plasmas and overcharge & use both barrels for a decent chance to execute a first turn charge. If a DA+EC duo can get within shouting range of it, then it effectively gets a free Daemonforge every fight phase - but don’t let this be a ball & chain on it. If it does die T1 then at least your Rhino beatsticks can make it.
This is a bit gimmicky, but a load of solo Fiends of Slaanesh can potentially stop an enemy unit it engages on T1 from falling back. If they’re accompanied by a Herald on Steed, you could field some Forgefiend that Advance and try to charge T1, adding to to daemon engine jamboree. Perhaps try to use them as Distraction Carnifexes; ideally, your opponent makes the unforced error of ‘well, those can advance and charge T1, and casting Warptime on that giant thing will cripple the Sorcerer, so let’s deal with them first’. Again, gimmicky, but potentially deadly.
This message was edited 1 time. Last update was at 2018/08/13 10:08:57
weaver9 wrote: Hey folks I recently came into possession of a Greater Brass Scorpion of Khorne. I would love to build an army around it. Can I get suggestions as to what the rest of a 2k list would look like? Open to basically anything, as competitive as possible (while still including the scorpion).
Since you want to go competitive, I’d recomend a soup list with a reliable Warptime caster - perhaps Ahriman? - eating the requisite Mortal Wounds to try to give it a first turn charge. Prescience is an idea to maximise the hits from those nice attacks and Diabolic Strength will be nice, especially if it grapples a T16 model - but you might want a second caster to be doing these to avoid terminal nosebleeds. A Battalion will be very important for rerolls on casting and Daemonfroge.
It’s an absolute fire magnet, so be prepared for it to die if you lose T1 and have a Plan B. I think useful supplementary units will be Berzerkers in a Rhino Rush and Noise Marines - it doesn’t want to get bogged down with hordes, and the Rhinos add to threat overload. Give them combi-plasmas and overcharge & use both barrels for a decent chance to execute a first turn charge. If a DA+EC duo can get within shouting range of it, then it effectively gets a free Daemonforge every fight phase - but don’t let this be a ball & chain on it. If it does die T1 then at least your Rhino beatsticks can make it.
This is a bit gimmicky, but a load of solo Fiends of Slaanesh can potentially stop an enemy unit it engages on T1 from falling back. If they’re accompanied by a Herald on Steed, you could field some Forgefiend that Advance and try to charge T1, adding to to daemon engine jamboree. Perhaps try to use them as Distraction Carnifexes; ideally, your opponent makes the unforced error of ‘well, those can advance and charge T1, and casting Warptime on that giant thing will cripple the Sorcerer, so let’s deal with them first’. Again, gimmicky, but potentially deadly.
Sadly it appears friendly psykers cannot target it with spells period.
So maybe it just needs to be one giant distraction carnifex, while the rest of my list does what it needs to do.
weaver9 wrote: Hey folks I recently came into possession of a Greater Brass Scorpion of Khorne. I would love to build an army around it. Can I get suggestions as to what the rest of a 2k list would look like? Open to basically anything, as competitive as possible (while still including the scorpion).
Since you want to go competitive, I’d recomend a soup list with a reliable Warptime caster - perhaps Ahriman? - eating the requisite Mortal Wounds to try to give it a first turn charge. Prescience is an idea to maximise the hits from those nice attacks and Diabolic Strength will be nice, especially if it grapples a T16 model - but you might want a second caster to be doing these to avoid terminal nosebleeds. A Battalion will be very important for rerolls on casting and Daemonfroge.
It’s an absolute fire magnet, so be prepared for it to die if you lose T1 and have a Plan B. I think useful supplementary units will be Berzerkers in a Rhino Rush and Noise Marines - it doesn’t want to get bogged down with hordes, and the Rhinos add to threat overload. Give them combi-plasmas and overcharge & use both barrels for a decent chance to execute a first turn charge. If a DA+EC duo can get within shouting range of it, then it effectively gets a free Daemonforge every fight phase - but don’t let this be a ball & chain on it. If it does die T1 then at least your Rhino beatsticks can make it.
This is a bit gimmicky, but a load of solo Fiends of Slaanesh can potentially stop an enemy unit it engages on T1 from falling back. If they’re accompanied by a Herald on Steed, you could field some Forgefiend that Advance and try to charge T1, adding to to daemon engine jamboree. Perhaps try to use them as Distraction Carnifexes; ideally, your opponent makes the unforced error of ‘well, those can advance and charge T1, and casting Warptime on that giant thing will cripple the Sorcerer, so let’s deal with them first’. Again, gimmicky, but potentially deadly.
Sadly it appears friendly psykers cannot target it with spells period.
So maybe it just needs to be one giant distraction carnifex, while the rest of my list does what it needs to do.
What makes you think that you can't cast spells on the Brass Scorpion?
I'm not saying you're wrong, but I can't see any reason why you can't.
Edit: Also the Dark Apostle and Exalted Champion auras don't count as psychic powers anyway, and are very potent by themselves.
Automatically Appended Next Post:
Edit 2:
On another subject, is there any way to make an effective noise marine CQC squad, or is it always better to just stick to berzerkers?
This message was edited 2 times. Last update was at 2018/08/13 18:05:58
What makes you think that you can't cast spells on the Brass Scorpion?
I'm not saying you're wrong, but I can't see any reason why you can't.
Edit: Also the Dark Apostle and Exalted Champion auras don't count as psychic powers anyway, and are very potent by themselves.
Automatically Appended Next Post:
Edit 2:
On another subject, is there any way to make an effective noise marine CQC squad, or is it always better to just stick to berzerkers?
Imperial Armor FAQ:
Spoiler:
Page 10 – Greater Brass Scorpion of Khorne, Runes of
the Blood God
Delete the words ‘(friendly or enemy)’ from this ability.
Add the following to this ability: ‘Furthermore, this
model cannot be targeted by psychic powers manifested
by friendly Psykers.’
What makes you think that you can't cast spells on the Brass Scorpion?
I'm not saying you're wrong, but I can't see any reason why you can't.
Edit: Also the Dark Apostle and Exalted Champion auras don't count as psychic powers anyway, and are very potent by themselves.
Automatically Appended Next Post:
Edit 2:
On another subject, is there any way to make an effective noise marine CQC squad, or is it always better to just stick to berzerkers?
Imperial Armor FAQ:
Spoiler:
Page 10 – Greater Brass Scorpion of Khorne, Runes of
the Blood God
Delete the words ‘(friendly or enemy)’ from this ability.
Add the following to this ability: ‘Furthermore, this
model cannot be targeted by psychic powers manifested
by friendly Psykers.’
On the note of auras word Khorne Daemon auras work on it? Might be some extra synergies there.
Ahha, thanks, I've updated my codex with most of the FAQ and Erratas, but I must not have done that one. I sometimes only update the rules for models I own, and I don't (yet) own a Scorpion.
As long as the Scorpion has the Daemon keyword still, then all the daemon auras will work on it. So a herald can give it +1S and the Prince can give it rerolls on all hits of 1. Chaos Lords give the same buff.
Anyone using melee Noise Marines? Any thoughts on how they do?
Asking because I saw someone use them in a game a couple weeks ago. No sonics, just chainswords and bolt pistols. The owner was trashing a Tyranid army and explained to me why they work so well.
Completely forgot what he said. But would like to know.
for me noise are quite better with sonics they can use music of apocalipse and anyway they have 2 attacks in cac, 15 noise 45+45 bolter hits and 31 melee attacks, doubt noise only melee can do any better.
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Anyone using melee Noise Marines? Any thoughts on how they do?
Asking because I saw someone use them in a game a couple weeks ago. No sonics, just chainswords and bolt pistols. The owner was trashing a Tyranid army and explained to me why they work so well.
Completely forgot what he said. But would like to know.
Melee Noise Marines are outclassed almost entirely by Berzerkers. Against Nids I have no idea how that worked out well for him, because in truth the only major advantage noise marines get from going melee is by being the bane of any imperial army. However one hilarious thing you can do if you DO go noise marines in melee is that they can throw grenades when they die, instead of using their pistol. And every model has a grenade. If your unit gets blasted off the face of the board and it's within 6" of any unit? Get ready for multiple krak grenades into their face.
Anyone using melee Noise Marines? Any thoughts on how they do?
Asking because I saw someone use them in a game a couple weeks ago. No sonics, just chainswords and bolt pistols. The owner was trashing a Tyranid army and explained to me why they work so well.
Completely forgot what he said. But would like to know.
Melee Noise Marines are outclassed almost entirely by Berzerkers. Against Nids I have no idea how that worked out well for him, because in truth the only major advantage noise marines get from going melee is by being the bane of any imperial army. However one hilarious thing you can do if you DO go noise marines in melee is that they can throw grenades when they die, instead of using their pistol. And every model has a grenade. If your unit gets blasted off the face of the board and it's within 6" of any unit? Get ready for multiple krak grenades into their face.
I believe grenades have the same limitations as other weapons, in that they can't be aimed at units within 1" of them. So they would have to throw their grenades at a unit they aren't in melee combat with, but who is still within the 6" range of the grenade. So usually, they'd only get to fire their pistols.
they can use ANY ranged weapon so sonic blasters too, they are not limited using pistols or grenades also if enemies within 1"
This message was edited 1 time. Last update was at 2018/08/13 22:09:10
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blackmage wrote: they can use ANY ranged weapon so sonic blasters too, they are not limited using pistols or grenades also if enemies within 1"
They can fire the weapon if enemies are within 1", but they can't TARGET a unit that is within 1". So they would have to target a different unit. Which is fine for sonic blasters with a 24" range, but grenades are only 6" so it would be a lot harder to make use of them.
this is why you MUST use sonic blasters and not full melee noise marines
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blackmage wrote: this is why you MUST use sonic blasters and not full melee noise marines
Agree completely. I love Noise Marines with sonic weapons. Blastmasters aren't a terrible option either; to me they are kind of a better missile launcher, and cheaper too! Music of the Apocalypse is just the icing on the Slaaneshi cake.
My armies (re-counted and updated on 11/7/24, including modeled wargear options):
Dark Angels: ~16000 Astra Militarum: ~1200 | Imperial Knights: ~2300 | Leagues of Votann: ~1300 | Tyranids: ~3400 | Stormcast Eternals: ~5000 | Kruleboyz: ~3500 | Lumineth Realm-Lords: ~700
Check out my P&M Blogs: ZergSmasher's P&M Blog | Imperial Knights blog | Board Games blog | Total models painted in 2024: 40 | Total models painted in 2025: 23 | Current main painting project: Tomb Kings
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Just beat an ITC tourney list with Word Bearers & Daemons of Slaanesh
He took Ulthwe & Harlequins, with two planes and plenty of unit variety, lots of stacking Ld debuffs
I took Cultists, Sorcerer & Lord on Steeds, Sorcerer & Warpsmith, Turkey, Hell Blade, Defiler, Forgefiend, Obliterators, fiends of Slaanesh, KoS, seekers, Herald on Steed. Mainly a daemonkin fluff list chosen for unit aesthetics
Basic strategy was to use Loci and Warptime and Advance & charge command rerolls to throw buffed Daemon engines in his face T1. Slaanesh Daemons have a nice opening strike but Fiends are overcosted; Daemon engines are a big slow and overcosted. Get the moving parts well oiled and they become a killing machine greater than the sum of its parts. Declare charges on screens and the units behind them, and you can punch through & pile in with drifting (“end your 3” move closer to the nearest enemy model” has a LOT of leeway). As long as a Fiend or two reaches the moshpit, it’s like that bit where Rorschach informs the prisoners he’s not locked up with them, they’re locked up with him
Quicksilver swiftness & Fiends’ gimmick completely disrupted his ninja clowns. If your opponent’s not familiar with them, they’ll wreck armies that like to fall back. Several times I dragged him into mosh pits he couldn’t leave until I let him. Think his strategy was based on similar, but with careful placement and modest fortune Fiends utterly dominate at unit pinball. Dark Reapers got like one round of fire (tagged them with a pile in - remember, always drift around & encircle), then finally smote & stabbed on T4. Rolled well on my early saves, but lost first turn & failed to ever cast DA, so that’s kinda even
Biggest problem was KoS & Fiends not being allowed to climb ruins - at end of game I was swatting a guardian or two with smite, but still couldn’t take his home objective. Made three unforced errors - attacking in wrong sequence killed my Seekers, not Daemonforging when I had turkey on his Warlord cost me, and not Daemonforging when shooting at Dark Reapers got Defiler killed when it could have had one last hurrah
Took a gamble on an opportunist Daemonic Possession and reduced a Harlequin witch to 1W, with preposterously fast Seeker Herald then cutting it down. THEN piling in to a troupe that had picked a fight with a Fiend. Same turn, KoS & Cultist blob & Firnd 2 was tarpitting some big wraithlord witch. Other units stood behind walls and wham, DRs lost another shooting phase. Obliterators did enough, landing on a rooftop T2 then finishing & crippling key targets (don’t forget you can aim each one at a different unit). Word Bearers trait saved a lot of Cultists, who then fulfilled their purposes as screens and objective campers. Even beat up a Death Jester
Presence of Daemon Engines and his own missions led him to use his Solitaire to assassinate Warpsmith On T1, which enabled an adjacent Defiler to pop a cheeky Daemonforge then stomp it to mush then get a free 3” move. An unforced error, I think - the Sorcerers were rather more instrumental, the foot one managing to survive with 1W to the end, and the Steed one Smote & trampled some priority targets. Unlikely Smiddy would have kept pace to mend the Daemon Engines, mainly took him because fluff and nice model and competent Cultist babysitter
This message was edited 4 times. Last update was at 2018/08/15 10:11:21
I only brought the three I have painted, each as a solo unit. I think four or six are ideal for this; some of them will die if you lose first turn and your opponent has good target priority, some of them will roll badly for charges or advances, you may need to attack on two fronts. I had a KoS, who wrecked face, but a second Steed Herald (and more Fiends) would have been preferable for higher base speed and free re-rolls during the first charge phase.
Gonna try a variant list fielding my KoS as Zarakynel. 2CP for 3C++ might make her workable in this.
I have three more unbuilt Fiends and will be getting them made to develop this list, but I’d be cautious about going out and buying six to get a slice of this pie - this list works because they currently have an extraordinary superpower has completely changed from what it used to be and they’re obscure enough that people aren’t used to dealing with them.
There’s a lot of moving parts in play, here, and with T4 W3, an opponent with plentiful 36” anti-horde can delete them if you lose T1.
This message was edited 2 times. Last update was at 2018/08/15 10:14:11
lindsay40k wrote: I only brought the three I have painted, each as a solo unit. I think four or six are ideal for this; some of them will die if you lose first turn and your opponent has good target priority, some of them will roll badly for charges or advances, you may need to attack on two fronts. I had a KoS, who wrecked face, but a second Steed Herald (and more Fiends) would have been preferable for higher base speed and free re-rolls during the first charge phase.
Gonna try a variant list fielding my KoS as Zarakynel. 2CP for 3C++ might make her workable in this.
I have three more unbuilt Fiends and will be getting them made to develop this list, but I’d be cautious about going out and buying six to get a slice of this pie - this list works because they currently have an extraordinary superpower has completely changed from what it used to be and they’re obscure enough that people aren’t used to dealing with them.
There’s a lot of moving parts in play, here, and with T4 W3, an opponent with plentiful 36” anti-horde can delete them if you lose T1.
Those greater daemons from FW aren't good. Don't do it.
CaptainStabby wrote: If Tyberos falls and needs to catch himself it's because the ground needed killing.
jy2 wrote: BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.
vipoid wrote: Indeed - what sort of bastard would want to use their codex?
MarsNZ wrote: ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever.
lindsay40k wrote: I only brought the three I have painted, each as a solo unit. I think four or six are ideal for this; some of them will die if you lose first turn and your opponent has good target priority, some of them will roll badly for charges or advances, you may need to attack on two fronts. I had a KoS, who wrecked face, but a second Steed Herald (and more Fiends) would have been preferable for higher base speed and free re-rolls during the first charge phase.
Gonna try a variant list fielding my KoS as Zarakynel. 2CP for 3C++ might make her workable in this.
I have three more unbuilt Fiends and will be getting them made to develop this list, but I’d be cautious about going out and buying six to get a slice of this pie - this list works because they currently have an extraordinary superpower has completely changed from what it used to be and they’re obscure enough that people aren’t used to dealing with them.
There’s a lot of moving parts in play, here, and with T4 W3, an opponent with plentiful 36” anti-horde can delete them if you lose T1.
Those greater daemons from FW aren't good. Don't do it.
I’d like to bring her out for garagehammer. My KoS is scratch-built and big enough to be her. And if she does get deleted - that’s several Daemon Engines untouched. But yeah, casual only.
...
Just won another game. Big Guns Never Tire. Opponent had a Spartan full of Blood Claws and Wulfen, followed by a Captain-Lieutenant combo and Njal, and a Bastion full of Long Fangs. Intercessors covered screening and kept their heads down. Total target denial for anti-horde, and a lot of heavy anti-tank firepower. She had three objectives in her DZ and it was lengthwise.
T1 I used Familiar to trade Death Hex for Diabolic Strength. Cast it along with DA & Prescience on Turkey, then Warptimed it at Njal (burning an Intercessor Squad en route) using a re-roll on a cast. Used Daemonforge and ate him. Got beat down by a lieutenant type but established total psychic dominance, no more powerful DtW or cover aura. KoS got very lucky with saves but lost a Daemon engine to shooting both first two turns. KoS survived overwatch on Spartan with 1W then rolled 2” for charge with no CP left. Final surviving Defiler spent rest of game with every buff I could throw at it and tearing up the big stuff whilst footsloggers closed the gap. HS having top trumps on objectives, plus parking a Cultist unit on the objective in my DZ, meant I won the mission despite losing warlord, first blood, and three HS worth 1VP each.
Competitive-wise, I’m thinking that a Slaanesh Daemons Battalion might be necessary. Seekers are modestly ok, KoS is a fire magnet in an army of fire magnets, but it’s a list that can be greater than the sum of its parts so long as those parts keep moving in unison. It burns through CP fast and needs to keep a bunch for a decisive Daemonforge, familiar, tide of traitors, Endless Cacophony... so, gonna try dropping the Seekers and KoS and Warpsmith (even if a Daemon engine survives to be healed, he can’t keep up) for 40 Daemonettes and an extra Fiend. I’ll make the Spearhead a Slaanesh soup to fit 4iend in as a solo unit - the Oblits and Sorcerer don’t need my Legion trait, and I’ve unlocked CSM & CD Stratagems.
This message was edited 2 times. Last update was at 2018/08/16 01:34:40
lindsay40k wrote: I only brought the three I have painted, each as a solo unit. I think four or six are ideal for this; some of them will die if you lose first turn and your opponent has good target priority, some of them will roll badly for charges or advances, you may need to attack on two fronts. I had a KoS, who wrecked face, but a second Steed Herald (and more Fiends) would have been preferable for higher base speed and free re-rolls during the first charge phase.
Gonna try a variant list fielding my KoS as Zarakynel. 2CP for 3C++ might make her workable in this.
I have three more unbuilt Fiends and will be getting them made to develop this list, but I’d be cautious about going out and buying six to get a slice of this pie - this list works because they currently have an extraordinary superpower has completely changed from what it used to be and they’re obscure enough that people aren’t used to dealing with them.
There’s a lot of moving parts in play, here, and with T4 W3, an opponent with plentiful 36” anti-horde can delete them if you lose T1.
Those greater daemons from FW aren't good. Don't do it.
I’d like to bring her out for garagehammer. My KoS is scratch-built and big enough to be her. And if she does get deleted - that’s several Daemon Engines untouched. But yeah, casual only.
...
Just won another game. Big Guns Never Tire. Opponent had a Spartan full of Blood Claws and Wulfen, followed by a Captain-Lieutenant combo and Njal, and a Bastion full of Long Fangs. Intercessors covered screening and kept their heads down. Total target denial for anti-horde, and a lot of heavy anti-tank firepower. She had three objectives in her DZ and it was lengthwise.
T1 I used Familiar to trade Death Hex for Diabolic Strength. Cast it along with DA & Prescience on Turkey, then Warptimed it at Njal (burning an Intercessor Squad en route) using a re-roll on a cast. Used Daemonforge and ate him. Got beat down by a lieutenant type but established total psychic dominance, no more powerful DtW or cover aura. KoS got very lucky with saves but lost a Daemon engine to shooting both first two turns. KoS survived overwatch on Spartan with 1W then rolled 2” for charge with no CP left. Final surviving Defiler spent rest of game with every buff I could throw at it and tearing up the big stuff whilst footsloggers closed the gap. HS having top trumps on objectives, plus parking a Cultist unit on the objective in my DZ, meant I won the mission despite losing warlord, first blood, and three HS worth 1VP each.
Competitive-wise, I’m thinking that a Slaanesh Daemons Battalion might be necessary. Seekers are modestly ok, KoS is a fire magnet in an army of fire magnets, but it’s a list that can be greater than the sum of its parts so long as those parts keep moving in unison. It burns through CP fast and needs to keep a bunch for a decisive Daemonforge, familiar, tide of traitors, Endless Cacophony... so, gonna try dropping the Seekers and KoS and Warpsmith (even if a Daemon engine survives to be healed, he can’t keep up) for 40 Daemonettes and an extra Fiend. I’ll make the Spearhead a Slaanesh soup to fit 4iend in as a solo unit - the Oblits and Sorcerer don’t need my Legion trait, and I’ve unlocked CSM & CD Stratagems.
Even though it wasn't you playing it, what did you think of the Spartan in the game? Did it get murdered for it's points?
Aheh. She actually got her Spartan in the first place as a reaction to me getting one (which still hasn’t even been built yet). Her approach is to have a trio of characters follow it giving rerolls of 1’s to hit and wound & a cover aura, and keep some brutal chargers safe. It’s pretty brutal and usually kills it’s points value when I face it with any list with big stuff in it! It’s the ‘can always shoot even if locked in combat or falling back’ superpower that really shines. No matter what you throw at it and what’s already fighting it, you’re still going to have to save against one or two Lascannons. Daemon Princes declare challenges and get deleted. Nasty business. In this game, it took a charge from a Diabolic Strength Prescience Defiler that got average rolls, and it survived to fall back and tag in the Wulfen.
I suspect our answers to it might include forty Renegade Cultists, Warptimed up to it and enveloping it. If it can’t fall back to enable other units to shoot your mob, then you’ve immobilised it and the passengers (spread out nicely so as to completely block the 3” disembarkation) and it’ll need an anti-horde melee unit to bail it out. (Do NOT bother trying to entangle it with a solo Fiend unless you’ve already crippled it and can charge from a concealed position - you’ll probably get run over.) If you get a Cultist to touch each side of it so it can’t wiggle around, Characters can charge it from concealed positions and engage from half an inch away, and it can’t shoot at them in its own turn whilst you get to work with a Power Fist. High T & 2+ save also suggests Mortal Wounds. Also, if you’re using Oblits, it’s definitely worth a Command reroll to try to get a great profile on their guns - I put 15W on it with S8 AP-2 D3 fleshmetal guns in a previous encounter with an Epidemius list. Prescience, Lord/Prince rerolls, VotLWEC Oblits will frighten it (in this game, she prioritised killing my Oblits over my last surviving Defiler).
Our own ability to Warptime this behemoth, and it’s capacity for twenty Berzerkers with space for EC & DA, and lack of Relic Vehicle status restricting its use, makes it a very nice prospect indeed. I can see a HERETIC ASTARTES super-Heavy detachment containing it and two Primarchs being interesting.
Be warned: the Aeldari player I fought said his list killed two in the ITC tourney he attended, both on first turn. It is hard countered by Haywire Skyweavers (and Shock Cannon Hive Guard); realistically, you’re not going to screen it against either.
This message was edited 3 times. Last update was at 2018/08/16 10:13:06