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Made in it
Contagious Dreadnought of Nurgle





alreadu have exalted, drop Karn and use a dark apostole cost 90 pts less

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 blackmage wrote:
alreadu have exalted, drop Karn and use a dark apostole cost 90 pts less


You're right, I wrote the wrong one.

Exalted Champion
Dark Apostle

<10 Berzerkers in a Rhino
<10 Berzerkers in a Rhino
<=10 Berzerkers in a Rhino

Blood for the Blood God!
Skulls for the Skull Throne! 
   
Made in it
Contagious Dreadnought of Nurgle





yes that's the best setup i found, re roll to hit re roll to wound and D10 for battle shock, usually i give the exalted the axe of blind fury but i play it in Al detachment

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Sneaky Sniper Drone




 Kharneth wrote:
Thenord wrote:
Could anyone give me some advice for what to bring in a "pure" World eaters army. I would like to add a Kytan (awesome model!) And maybe a vanguard detachment of a insensate rage thirster and 3 units og blood hounds. Is zerkers and rhinos the only way to go?


I have not used my Kytan, yet, but I think he's gunna be great fun! I feel like it'll be a 500 point damage that won't reach combat, but we'll see. A Ravager and Bloodthirster would be scary! I like to give mine Armor of Scorn for the 4+ invul and the deny the witch and with those hounds you'll have more than enough denies. Unless you infiltrate with Alpha Legion, rhinos are the best way to go. The rhino is roughly 4 Khorne Berzerkers (in terms of price), but it has 10 wounds and t7 so it'll last way longer than 4 zerkers and it moves twice as fast. If you footslog units of berzerkers with a bloodthirster and ravager, they might survive with few shots aimed at them, but once they get close they'll be targeted for sure. My berzerkers often die in a single shooting phase after being left in the open after charging a unit. Alternatively, you could use Forge World miniatures...

The mole machine or the deep strike claw can both work, but now you're coming from reserves and getting a charge on turn 3 at the earliest and you're limited. Sometimes you might want to deep strike with the Bloodthirster and, depending on how many berzerkers you take, you might have too many in reserves or too few on board. I've wanted to grab a Spartan Land Raider to transfer 3x8 Berzerkers with a character, but that's still more points than 3 rhinos, though it comes with good firepower.

@luke1705Made in us

Thanks guys! Excatly what I needed.

How do World eaters fare in terms of meta? The club I play in isn't super competitive, but there is a fair share of eldar, harlequins, AM and necrons..

This message was edited 1 time. Last update was at 2018/05/26 08:04:41


 
   
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!!Goffik Rocker!!






I want to make a 1250 pt night lord unmarked army without magic. And it seems there are not that many options to choose from other than msu. Lords seem decent, mellee helbrutes with terror tactic look fun but what else? Marines in rhinos? Raptors? Bikers? None of these seem too effective. Maybe termues or obliterators? With -1 to hit strategem thwy can be more durable. But they need slaanesh mark.
   
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 koooaei wrote:
I want to make a 1250 pt night lord unmarked army without magic. And it seems there are not that many options to choose from other than msu. Lords seem decent, mellee helbrutes with terror tactic look fun but what else? Marines in rhinos? Raptors? Bikers? None of these seem too effective. Maybe termues or obliterators? With -1 to hit strategem thwy can be more durable. But they need slaanesh mark.


MSU Chosen w/ combi-bolters and chainswords riding in rhinos, bikers and raptors, and a contemptor w/ butcher canno, supported by biker and jump pack lords is what I'm looking at (or I will be once I can justify the spend on FW). Cultists to round out a battalion, and maybe a squad of Havocs for long range anti-tank. Im thinking of having -5ld bubbles running around; I will be using MoN and IoD on the raptors though. Butcher cannon makes that -7ld for one unit, meaning minimal casualties will most likely melt it.

Won't be great against Tyranids and maybe Orks (though they always have smaller units and the big blogs aren't very flexible) but I'm hoping the combi-bolters dakka and maneuverability will be enough to carry the day in those cases; against others I'm hoping to melt units. Should be possible in my semi-competative local meta.
   
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Can chosen take both c-bolters and chain axes? So that they become an inferior but passsable version of strikers.
   
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Don't see why not

   
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 Kharneth wrote:
 blackmage wrote:
alreadu have exalted, drop Karn and use a dark apostole cost 90 pts less


You're right, I wrote the wrong one.

Exalted Champion
Dark Apostle

<10 Berzerkers in a Rhino
<10 Berzerkers in a Rhino
<=10 Berzerkers in a Rhino


Yeah, if you have berserkers, dark apostle and exalted champion are the best with them. You don't need Kharn to go with them, because you have more than enough weight of attacks, and those two gives all the buffs you could want for close combat. Kharn's buff is actually dangerous because he might kill someone if he rolls a 1. Having said that, I find Kharn interesting more if you want to buff the shooty elements in your world eaters army.

Say you take 3 predators and you put Kharn with them. Now you suddenly have 3 predators who can reroll their to hit rolls. Kharn himself can then provide the counter charging threat. While it looks like a waste of points, consider that people who run Abbadon do the exact same thing, place him as the centre in a shooty black legion army for his reroll to hit buff. And Kharn is much cheaper than Abbadon. So, in this case, Kharn serves as a cheap Abaddon equivalent for the shooty parts of your Khorne army. While I understand that not all world eaters armies have much shooting, but if you have a core shooting element, then Kharn provides that shooting element with a not inconsiderable buff that may actually make it a serious threat. I mean, 3 predator tanks with reroll to hit is nothing to scoff at.
   
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 koooaei wrote:
Raptors? Bikers? None of these seem too effective.

Raptors in all-plasma loadout are not that bad. I've played against a friend who likes to take 3 units with a supporting Lord and they can do some damage.

This message was edited 1 time. Last update was at 2018/05/31 20:09:40


 
   
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 koooaei wrote:
Can chosen take both c-bolters and chain axes? So that they become an inferior but passsable version of strikers.


Quick mathhammer says this would result in a modest increase in wounds inflicted against MEQs; don't need to mathhammer it to know it's better against toughness 5. I like it! Axes look cool also; I have thought of converting up some chainglaives with combi-bolters built in, like the custodes spears but without the holier-than-thou attitude, but massive dakka halberds sounds even better! And would clearly define the models as distinct from any basic CSMs that might make it into the army in the future.

The role of the chosen is as mobile flexibility; they can roll up and unleash mass dakka from their combi-bolters in turn 2, supported by the rhino's combi-bolters and havoc launcher, which coupled with NL LD debuff from them and others will hopefully melt some units. Then they would probably assault, especially if some raptors have assaulted nearby (which they need to do in order to bring their full LD debuff to bear, and let's be honest raptors aren't amazing in assault). They're not going to do amazing in either role; NM or zerkers would do better at dakka and assault respectively, but Chosen can provide some flexibility and in an army list built around flexibility (raptors, bikes, etc) this will hopefully mesh well.

Having said that, I'm tempted to get some zerkers just so I can roll actual buckets of dice when they assault. I get jealous watching Guard players with their Vulture gunships with double punisher cannons.
   
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the.cobb wrote:
 koooaei wrote:
Can chosen take both c-bolters and chain axes? So that they become an inferior but passsable version of strikers.


Quick mathhammer says this would result in a modest increase in wounds inflicted against MEQs; don't need to mathhammer it to know it's better against toughness 5. I like it! Axes look cool also; I have thought of converting up some chainglaives with combi-bolters built in, like the custodes spears but without the holier-than-thou attitude, but massive dakka halberds sounds even better! And would clearly define the models as distinct from any basic CSMs that might make it into the army in the future.

The role of the chosen is as mobile flexibility; they can roll up and unleash mass dakka from their combi-bolters in turn 2, supported by the rhino's combi-bolters and havoc launcher, which coupled with NL LD debuff from them and others will hopefully melt some units. Then they would probably assault, especially if some raptors have assaulted nearby (which they need to do in order to bring their full LD debuff to bear, and let's be honest raptors aren't amazing in assault). They're not going to do amazing in either role; NM or zerkers would do better at dakka and assault respectively, but Chosen can provide some flexibility and in an army list built around flexibility (raptors, bikes, etc) this will hopefully mesh well.

Having said that, I'm tempted to get some zerkers just so I can roll actual buckets of dice when they assault. I get jealous watching Guard players with their Vulture gunships with double punisher cannons.


I recently bought two handed weapons for my Khorne Berzerkers (going to use 2 handed chainaxes instead of dual wield) and the store had chainglaives with bolters attached to them. They look a lot like Custodes weapons only much smaller.

http://anvilindustry.co.uk/The-Armoury/Close-Combat-Weapons/Melee-Weapon-Carbine

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So. quick question - The Masque's "Eternal Dance" states that all attacks against the chosen Unit get a +1 to hit. Is this only for The Masque herself or actually 'all attacks' i.e. Berserkers, Possessed, Maulerfiends etc.? Because WS 3+ Maulerfiends & 2+ Possessed / Berserker with eventual re-rolls of 1 sound really good to me.
   
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Jacksonville, NC

++ Patrol Detachment (Chaos - Chaos Space Marines) [18 PL, 258pts] ++

+ No Force Org Slot +

Gifts of Chaos (1 Relic)

Legion: Alpha Legion

+ HQ +

Chaos Lord with Jump Pack [6 PL, 98pts]: Axe of Blind Fury, Bolt pistol, Mark of Khorne, Power axe

+ Troops +

Chaos Cultists [12 PL, 160pts]: 39x Chaos Cultist w/ Autogun, Mark of Slaanesh
. Cultist Champion: Autogun

++ Battalion Detachment +5CP (Chaos - Daemons) [35 PL, 677pts] ++

+ No Force Org Slot +

Chaos Allegiance: Chaos Undivided

Rewards of Chaos (1 Relic)

+ HQ +

Daemon Prince of Chaos [9 PL, 189pts]: Horn of Nurgle's Rot, Malefic talon, Nurgle, Warp bolter, Wings

Poxbringer [4 PL, 70pts]

Spoilpox Scrivener [4 PL, 75pts]

+ Troops +

Nurglings [3 PL, 54pts]: 3x Nurgling Swarms

Nurglings [3 PL, 54pts]: 3x Nurgling Swarms

Plaguebearers [12 PL, 235pts]: Daemonic Icon, Instrument of Chaos, 29x Plaguebearer, Plagueridden

++ Battalion Detachment +5CP (Chaos - Death Guard) [56 PL, 1044pts] ++

+ HQ +

Daemon Prince of Nurgle [9 PL, 180pts]: 1. Revoltingly Resilient, 4. Blades of Putrefaction, Malefic talon, The Suppurating Plate, Warlord, Wings, Warpbolter

Malignant Plaguecaster [6 PL, 110pts]: 3. Plague Wind, 6. Curse of the Leper

+ Troops +

Poxwalkers [3 PL, 60pts]: 10x Poxwalker

Poxwalkers [3 PL, 60pts]: 10x Poxwalker

Poxwalkers [3 PL, 60pts]: 10x Poxwalker

+ Elites +

Foul Blightspawn [4 PL, 77pts]

Foul Blightspawn [4 PL, 77pts]

+ Heavy Support +

Plagueburst Crawler [8 PL, 140pts]: 2x Plaguespitter, Heavy Slugger

Plagueburst Crawler [8 PL, 140pts]: 2x Plaguespitter, Heavy Slugger

Plagueburst Crawler [8 PL, 140pts]: 2x Plaguespitter, Heavy Slugger

++ Total: [109 PL, 1988pts] ++

Created with BattleScribe

Thinking of taking this to my first ITC; what do ya'll think? Its primarily DG, with a splash of Demons (tide of bodies, plus goes with my "recursion" theme by bringing back dead plaguebearers) and CSM (Jump Punchy lord and some Cultists to hold stuff)

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Utilizing Careful Highlighting





Augusta GA

 EverlastingNewb wrote:
So. quick question - The Masque's "Eternal Dance" states that all attacks against the chosen Unit get a +1 to hit. Is this only for The Masque herself or actually 'all attacks' i.e. Berserkers, Possessed, Maulerfiends etc.? Because WS 3+ Maulerfiends & 2+ Possessed / Berserker with eventual re-rolls of 1 sound really good to me.


Yep, works on anything and everything. Remember though it’s only for the fight phase. So just melee stuff.
   
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Hellacious Havoc





Hamburg

 Badablack wrote:
 EverlastingNewb wrote:
So. quick question - The Masque's "Eternal Dance" states that all attacks against the chosen Unit get a +1 to hit. Is this only for The Masque herself or actually 'all attacks' i.e. Berserkers, Possessed, Maulerfiends etc.? Because WS 3+ Maulerfiends & 2+ Possessed / Berserker with eventual re-rolls of 1 sound really good to me.


Yep, works on anything and everything. Remember though it’s only for the fight phase. So just melee stuff.


But also any fightphase, not just yours - right? I guess i'm getting the Masque
   
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Possessed Khorne Marine Covered in Spikes






 EverlastingNewb wrote:
 Badablack wrote:
 EverlastingNewb wrote:
So. quick question - The Masque's "Eternal Dance" states that all attacks against the chosen Unit get a +1 to hit. Is this only for The Masque herself or actually 'all attacks' i.e. Berserkers, Possessed, Maulerfiends etc.? Because WS 3+ Maulerfiends & 2+ Possessed / Berserker with eventual re-rolls of 1 sound really good to me.


Yep, works on anything and everything. Remember though it’s only for the fight phase. So just melee stuff.


But also any fightphase, not just yours - right? I guess i'm getting the Masque


Does it even specify fightphase? I haven't read the rule, but based on the quote it sounds like, yes, reroll hits during your turn or your opponent's turn.

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Skulls for the Skull Throne! 
   
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Hellacious Havoc





Hamburg

 Kharneth wrote:
 EverlastingNewb wrote:
 Badablack wrote:
 EverlastingNewb wrote:
So. quick question - The Masque's "Eternal Dance" states that all attacks against the chosen Unit get a +1 to hit. Is this only for The Masque herself or actually 'all attacks' i.e. Berserkers, Possessed, Maulerfiends etc.? Because WS 3+ Maulerfiends & 2+ Possessed / Berserker with eventual re-rolls of 1 sound really good to me.


Yep, works on anything and everything. Remember though it’s only for the fight phase. So just melee stuff.


But also any fightphase, not just yours - right? I guess i'm getting the Masque


Does it even specify fightphase? I haven't read the rule, but based on the quote it sounds like, yes, reroll hits during your turn or your opponent's turn.


Yeah, i read it wrong - at the beginning of EVERY fightphase you choose a unit within 1" of the Masque. And it's a +1 to hit, not rerolls of 1 & lasts until the end of the fightphase.
With Advance & Charge Loci, +1 Strength due to being a Herald, +1 to hit 'aura', -1 to hit her (and everything with the 'daemonette' keyword) in CQC as an 6" aura, always fighting
first and just 86 pts. she surely sounds fabolous as an EC-Possessed (or any slaanesh daemon csm for that matter) support character. Also, 8" move isn't to bad either. Hm..
   
Made in us
Thrall Wizard of Tzeentch




So, leviathan dreads are nasty. Had one dual grav flux bombard leviathan kill two bloodthirsters, a soul grinder and 30 bloodletters last game. Game prior, took out two predators and two sets of obliterators. Surprisingly, the one with twin butchers has been lackluster though
   
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Fresh-Faced New User




Nature's Minister wrote:
So, leviathan dreads are nasty. Had one dual grav flux bombard leviathan kill two bloodthirsters, a soul grinder and 30 bloodletters last game. Game prior, took out two predators and two sets of obliterators. Surprisingly, the one with twin butchers has been lackluster though


The Grav Flux does look scary on paper; nice to hear this translates to the table as well. With the butcher cannons, have you been able to utilise the Ld debuffs at all?
   
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Rotting Sorcerer of Nurgle






Jacksonville, NC

Nature's Minister wrote:
So, leviathan dreads are nasty. Had one dual grav flux bombard leviathan kill two bloodthirsters, a soul grinder and 30 bloodletters last game. Game prior, took out two predators and two sets of obliterators. Surprisingly, the one with twin butchers has been lackluster though


Thats perty neat; I've been looking for something as ranged support to my DG.... might have to ask for one come xmas!

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Yendor

the.cobb wrote:
Nature's Minister wrote:
So, leviathan dreads are nasty. Had one dual grav flux bombard leviathan kill two bloodthirsters, a soul grinder and 30 bloodletters last game. Game prior, took out two predators and two sets of obliterators. Surprisingly, the one with twin butchers has been lackluster though


The Grav Flux does look scary on paper; nice to hear this translates to the table as well. With the butcher cannons, have you been able to utilise the Ld debuffs at all?


I noticed that when my friend played a double Butcher Cannon Leviathan. It was an absolute monster, but only AP-1 on its cannons takes some of the edge off- especially if it targets something in cover. It was still a great piece, but it didn't really single handedly cripple my army you described like the Bombard.

Speaking of Forgeworld, I recently picked up a DreadClaw, I'm pretty excited to use it for accurate Noise Marine delivery into optimal range and flying it around assaulting and burning away with Jet Wash. Have you guys been having good luck with DreadClaws? Chapter Approved reducing its price to 130 is a much more manageable price point, but its still Rhino durability.

This message was edited 1 time. Last update was at 2018/05/31 15:42:57


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My 5th Edition Eldar Tactica (not updated for 6th, historical purposes only) Walking the Path of the Eldar 
   
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bestweapons i found on leviathan are grav flux and soulburner ribaudkin, 4d3 mortal wounds wreak havocs, just range 18" but seldom he cant get in range in about 2 turns, many armies plays infiltrators so most time you have a viable target turn 1

This message was edited 1 time. Last update was at 2018/05/31 18:47:39


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02-25-2019 
   
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Nottingham (yay!)

 akaean wrote:
the.cobb wrote:
Nature's Minister wrote:
So, leviathan dreads are nasty. Had one dual grav flux bombard leviathan kill two bloodthirsters, a soul grinder and 30 bloodletters last game. Game prior, took out two predators and two sets of obliterators. Surprisingly, the one with twin butchers has been lackluster though


The Grav Flux does look scary on paper; nice to hear this translates to the table as well. With the butcher cannons, have you been able to utilise the Ld debuffs at all?


I noticed that when my friend played a double Butcher Cannon Leviathan. It was an absolute monster, but only AP-1 on its cannons takes some of the edge off- especially if it targets something in cover. It was still a great piece, but it didn't really single handedly cripple my army you described like the Bombard.

Speaking of Forgeworld, I recently picked up a DreadClaw, I'm pretty excited to use it for accurate Noise Marine delivery into optimal range and flying it around assaulting and burning away with Jet Wash. Have you guys been having good luck with DreadClaws? Chapter Approved reducing its price to 130 is a much more manageable price point, but its still Rhino durability.



I’ve found DC to be quite a nice piece of kit, one thing that’s often unexpected is deploying it at the start, having the inhabitants jump out, and warptiming it into the enemy lines. Perhaps not optimal, but nice option if you find yourself against MSU. Possibility to tag team with a Heldrake and surround something so it can’t fall back and you tear it apart in their turn. Perhaps best when you have the advantage in shooting and want to disrupt the enemy at the start.

   
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Dimmamar

 lindsay40k wrote:


I’ve found DC to be quite a nice piece of kit, one thing that’s often unexpected is deploying it at the start, having the inhabitants jump out, and warptiming it into the enemy lines.

Things that arrive from reserve this turn cannot move again for any reason, and this includes Warptime (see FAQ)

This message was edited 1 time. Last update was at 2018/05/31 20:28:09


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 Elric Greywolf wrote:
 lindsay40k wrote:


I’ve found DC to be quite a nice piece of kit, one thing that’s often unexpected is deploying it at the start, having the inhabitants jump out, and warptiming it into the enemy lines.

Things that arrive from reserve this turn cannot move again for any reason, and this includes Warptime (see FAQ)


It isn't coming from reserves if you start it on the table, like (s)he said.

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Nottingham (yay!)

Yep. It’s one of those “*may* deploy in orbit/teleportarium/tunnel/etc” instances, and as a mobile vehicle, it’s got some interesting possibilities.

Kharybdis can also do the same. Start twenty Noise marines in it, have as many Berzerkers behind it, change places, cast Warptime and Diabolic Strength and Delightful Agonies on it, throw it at their FACE, have Noise Marines clear out stuff that could pile on and prevent evacuation, EAT THEM

   
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the.cobb wrote:
Nature's Minister wrote:
So, leviathan dreads are nasty. Had one dual grav flux bombard leviathan kill two bloodthirsters, a soul grinder and 30 bloodletters last game. Game prior, took out two predators and two sets of obliterators. Surprisingly, the one with twin butchers has been lackluster though


The Grav Flux does look scary on paper; nice to hear this translates to the table as well. With the butcher cannons, have you been able to utilise the Ld debuffs at all?


I mean, sure. You'll take out an extra model or two if you fire into a big pack. But it seems better on paper than it actually is.

Spend the extra ten points for the bombards. It hits hordes and armor harder.

If you mean stacking, no. I'd imagine it'd be better for night lords.

What I did start playing with was adding ahriman with death hex. Make them eat that five damage. Or two if it's infantry

This message was edited 2 times. Last update was at 2018/06/01 00:19:54


 
   
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Nature's Minister wrote:
the.cobb wrote:
Nature's Minister wrote:
So, leviathan dreads are nasty. Had one dual grav flux bombard leviathan kill two bloodthirsters, a soul grinder and 30 bloodletters last game. Game prior, took out two predators and two sets of obliterators. Surprisingly, the one with twin butchers has been lackluster though


The Grav Flux does look scary on paper; nice to hear this translates to the table as well. With the butcher cannons, have you been able to utilise the Ld debuffs at all?


I mean, sure. You'll take out an extra model or two if you fire into a big pack. But it seems better on paper than it actually is.

Spend the extra ten points for the bombards. It hits hordes and armor harder.

If you mean stacking, no. I'd imagine it'd be better for night lords.

What I did start playing with was adding ahriman with death hex. Make them eat that five damage. Or two if it's infantry


The question for me really is if you are in bombard range than likely you can't get the -1 to hit from alpha legion and open yourself to being charged, which if you run butcher cannon and bombards can be mitigated slightly by the 36 inch range on the butcher. I realize there are two hellflamers but still not sure... if its quins charging you with a 4 up invul etc... -1 AP 7 hits (on average) isn't too scary, only 2/3 of those will wound an average troop so ona verage the flamers commnicate about 4 wounds at -1 ap...

Also with two bombards if you aren't in range of anythign juicy after warptime, you have a nice 350 point unit not doing much for an entire turn.

This message was edited 1 time. Last update was at 2018/06/01 03:58:30


 
   
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Nature's Minister wrote:


If you mean stacking, no. I'd imagine it'd be better for night lords.



Yeah that's what I play. Given the impact of the grab flux I'm wondering if it might be better just rolling with it instead; an extra 2 dead from -7ld with butcher cannons when stacked doesn't seem so great compared to the mayhem you described ; I'd still be able to use a straight -5ld debuff using Night Lords and Raptors shenanigans. My current list can pile on the dakka to force the moral tests and melt units with the -5ld, and I've been struggling to work out a good use for warptime or a good anti-tank inclusion; looks like this might be both those things. Probably need to squeeze in another bit of armour though as a distraction carnifex to draw fire off the leviathan; my current list only has 2 rhinos in it. Maybe a hell-turkey...

Edit: made post a bit more coherent.

This message was edited 1 time. Last update was at 2018/06/01 07:18:03


 
   
 
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