techsoldaten wrote:Most armies would have a hard time with a list like this.
After an initial round of shooting that likely takes out a couple Maulerfiends, the rest of your army would be able to close the gap with your opponent and take them out at a short distance.
The problem I see is with a lack of ways to deal with massed infantry. I count about 40 shots per turn. An experienced guard player might have the tools to deal with a lot of this without issue. But most armies would not.
So, how far would you go in a tournament? Depends on the size. If you are playing a lot of highly competitive players. I would expect a couple losses.
Do you think I should switch some things up to have a better chance vs hordes? If so I could definitely use some suggestions. Would like to keep the general theme though.
Automatically Appended Next Post: I also had this list idea as well.
Alpha Legion
-Spearhead-
Chaos Lord - Blade of the Hydra, Bolt Pistol - 74
Chaos Predator - Twin Lascannon, 2x Heavy Bolter - 160
Chaos Predator - Twin Lascannon, 2x Heavy Bolter - 160
Chaos Predator - Twin Lascannon, 2x Heavy Bolter - 160
Chaos Predator - Twin Lascannon, 2x Heavy Bolter - 160
-Spearhead-
Warpsmith - 76
Maulerfiend - Lasher Tendrils - 152
Maulerfiend - Lasher Tendrils - 152
Maulerfiend - Lasher Tendrils - 152
-Vanguard-
Warpsmith - 76
Helbrute - Missile Launcher, Reaper Autocannon - 112
Helbrute - Missile Launcher, Reaper Autocannon - 112
Helbrute - Missile Launcher, Reaper Autocannon - 112
Helbrute - Missile Launcher, Twin Heavy Bolter - 114
Helbrute - Missile Launcher, Twin Heavy Bolter - 114
Helbrute - Missile Launcher, Twin Heavy Bolter - 114
Everything has the Mark of Slaanesh.
Maulerfiends will tie up any melee units to protect my shooters.
Warpsmiths and lord will stay in the middle of the four predators for the buffs/repairing.
Helbrutes will unload shots from a safe distance while benefiting from the -1 to being hit.
Priority targets will be any anti-tank the opponent has.