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Kharneth wrote: Was hoping for some chaos space marine advice. I'm returning to the game and building an Alpha Legion force. So far, this is what I have:
1 Terminator Lord
1 Master of Possession (also works as a sorcerer imo)
2 Greater Possessed
10 Guardsmen (cultists)
50 Chaos Space Marines (intention to build 10 of them into possessed using spawn bits)
5 Havocs (intention to build them into CSM with heavy weapons)
5 Terminators (unsure, likely going to magnetize arms)
5 Obliterators (love Oblits!)
I also have a venomcrawler that I plan to sell (not big on daemon engines, though I do like this one in particular and the LD, though I doubt I'll buy him). I have x30 Pink Horrors, x50 Blue/Brimstone Horrors, 3 Flamers, 1 Exalted Flamer, 3 Screamers, and a Herald, also ~50 Bloodletters on a variety of 20mm, 32mm, and 25mm square bases.
What's good, what's bad, what works, what doesn't? I played a little bit last summer, but I know some things have changed with all the updates, etc.
Looks like a solid base. Terminator Lord lacks the mobility an aura character likes, but dropping in with plasma Terminators makes an impact.
A Heretac horde isn’t efficient, but five plus a Rotor Cannon makes for a viable MSU unit. Five plus an Autocannon is an ok backfield unit - AL are a good trait for such units. Cheap Cultists are ok space fillers, and Guardsmen will pass for them just fine. If your Havocs and CSM are the new plastics, you could build a bunch of Havoc squads, and again AL are a good trait for them.
Possessed are... adequate, *if* they can get into a fight with a suitable target, and not roll one attack. Sadly, they share the Primaris problem - D2 firepower isn’t rare. Delivery is tricky, especially in a mostly infantry force where a Rhino will catch most of the incoming anti-tank. Divesting of your Venomcrawler means they’re the only thing with GP synergy, too. ...I’ve been trying various Daemonkin builds, and a footslogging Nurgle or Slaanesh Possessed horde *might* be good. Haven’t got enough games in with them yet to say for sure. Relies on a bunch of moving parts: Codex Daemons auras, Warptime, Stratagems, endurance spell or Prayer - it’s probably a gimmick. Free move at the start of the game, though... it might work.
Oblits are good, but expensive. You could actually field what you have as a Devastation Battery, and have a trio squad forward deployed within range of enemies, and able to interrupt their first turn with shooting if you go second. MoP and LoC are decent company.
Your Horrors are a cracking Battalion. 30 Pinks, a couple of cheap Brimstone mobs, plus a couple of Heralds makes a solid CP farm and anti-horde firebase. Herald Warlord with Daemonspark can make Tzeentch Oblits nasty. Flamers are a very specialised counter to an infuriating Culexus Assassin but otherwise outperformed by Pinks; best kept in a sideboard, to be Summoned in as a trump card against very particular threats, with some Blue Horrors to hand to usually be used in their stead (you have to pay for splitting out of reinforcement points).
Bloodletters are great, and you’ve got the numbers that make them so. Two small squads to hide in buildings and deny deep strikes, and one massive horde jumping out of the Warp with a Banner of Blood to charge 3D6+1” and kill pretty much anything in the game. A Battalion can be finished with two out of Herald with Crimson Crown to supercharge their stabbing, Karanak for cheap & mobile Deny the Witch & scarecrowing, and a Daemon Prince with Skullreaver to fly at the biggest thing on the battlefield and blend it.
...this is starting to turn into a Daemons list, with special guests the Alpha Legion. Eh. You happen to have some great units
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This message was edited 1 time. Last update was at 2019/07/12 00:45:06
So I'm looking to add some terminators to my army collection. Not yet sure on the best way to field them.
'The Purge', 5x Bolter+Chainaxe - 145pts
Standard, basic, (relatively) cheap. Rerolls to hit built in, so don't need a Lord babysitter. Could have a sorcerer with them instead, and they don't need prescience as much so it frees them up for other buffs.
DG Blightlords, 2x Bolter + 4x BuboticAxe + 1x Flail + 2x Blight Launcher - 224pts
Expensive, but by far the hardest to kill with the 4++5+++. No hit rerolls but they're pretty potent in melee nonetheless.
TS Scarabs, 5x Inferno Bolters, 4x power swords - 189pts
Better bolters, and come with a pocket sorcerer already. No rerolls without powers or a HQ though. Basically vanilla termies with better bolters and a cheap sorcerer (which isn't a bad thing).
Not sure about other legions, I've been liking the Purge stuff and few of the other options really call out to me much. Flawless Host was a temptation, but its completely useless outside of melee so I don't think it'll come up anywhere near as often as the Purge one does. Does mean I lose out on Endless Cacophony though, but even though I'm putting out less shots the shots I'm making are more likely to hit... not sure if that works out much but still.
You can only take a BL gunner for every full five termies, 5 with 2 blight launchers isn’t allowed. Still a good unit, bloody hard to shift and pretty good at surviving D2 firepower.
I like the Purge ones. Self-sufficient termies is a bit unusual. Lets them be effective without babysitting or Strats.
Scarabs intrigue me. Inferno Bolters benefit from the Astartes double tap, right? I’m tempted to try them in a supreme command with Ahriman, TSDP, and unnamed Sorcerer. Definite contenders for endurance spells.
lindsay40k wrote: You can only take a BL gunner for every full five termies, 5 with 2 blight launchers isn’t allowed. Still a good unit, bloody hard to shift and pretty good at surviving D2 firepower.
I like the Purge ones. Self-sufficient termies is a bit unusual. Lets them be effective without babysitting or Strats.
Scarabs intrigue me. Inferno Bolters benefit from the Astartes double tap, right? I’m tempted to try them in a supreme command with Ahriman, TSDP, and unnamed Sorcerer. Definite contenders for endurance spells.
Sorry yes, that was meant to be 1 flail and 1 blight launcher. Had it set up wrong in battlescribe. 216 points then.
Far as I know, Inferno Bolters do work with discipline, so they're pretty not bad. I guess normal termies are for killing troops, while scarabs can also reliably take down elites as well?
Thousand Sons also intrigue me, and the models do look cool. However my army already consists of a lord discordant which I was considering running as Flawless Host for the huge numbers of attacks... Not sure I could fit Flawless and Purge and TSons in one list lol.
As you say, the Purge Termis are pretty much self-sufficient, and giving them a sorcerer is pure buffs. The Scarabs would need an Exalted or Prince to be near them, which is bad as you'd want your prince to be flying fast not crawling at 4" a turn. Prescience is an option, but it's also WC7 so it's less than guaranteed. On the plus side, you get AP-2 bolters and slightly better armour saves against weak weapons.
Hard to pick between them. Even if I took a TSons Prince, I could load him up with Manipulation or Weaver for himself and a Hereticus power for everyone else.
lindsay40k wrote: You can only take a BL gunner for every full five termies, 5 with 2 blight launchers isn’t allowed. Still a good unit, bloody hard to shift and pretty good at surviving D2 firepower.
I like the Purge ones. Self-sufficient termies is a bit unusual. Lets them be effective without babysitting or Strats.
Scarabs intrigue me. Inferno Bolters benefit from the Astartes double tap, right? I’m tempted to try them in a supreme command with Ahriman, TSDP, and unnamed Sorcerer. Definite contenders for endurance spells.
Sorry yes, that was meant to be 1 flail and 1 blight launcher. Had it set up wrong in battlescribe. 216 points then.
Far as I know, Inferno Bolters do work with discipline, so they're pretty not bad. I guess normal termies are for killing troops, while scarabs can also reliably take down elites as well?
Thousand Sons also intrigue me, and the models do look cool. However my army already consists of a lord discordant which I was considering running as Flawless Host for the huge numbers of attacks... Not sure I could fit Flawless and Purge and TSons in one list lol.
As you say, the Purge Termis are pretty much self-sufficient, and giving them a sorcerer is pure buffs. The Scarabs would need an Exalted or Prince to be near them, which is bad as you'd want your prince to be flying fast not crawling at 4" a turn. Prescience is an option, but it's also WC7 so it's less than guaranteed. On the plus side, you get AP-2 bolters and slightly better armour saves against weak weapons.
Hard to pick between them. Even if I took a TSons Prince, I could load him up with Manipulation or Weaver for himself and a Hereticus power for everyone else.
Scarabs are great, because of dark matter crystal and inferno bolters I think they are the best choice of the three. Start them on the board hidden (I generally take 10 with 2 missle racks), use dmc to put them in the thick of the action, preferably in cover. Kill 20-30 guardsmen/orks/firewarriors per turn. I take Ahriman, 2 winged Daemon Princes and 10 scarabs in a supreme command. It's a really solid detachment.
This message was edited 1 time. Last update was at 2019/07/13 00:55:57
lindsay40k wrote: You can only take a BL gunner for every full five termies, 5 with 2 blight launchers isn’t allowed. Still a good unit, bloody hard to shift and pretty good at surviving D2 firepower.
I like the Purge ones. Self-sufficient termies is a bit unusual. Lets them be effective without babysitting or Strats.
Scarabs intrigue me. Inferno Bolters benefit from the Astartes double tap, right? I’m tempted to try them in a supreme command with Ahriman, TSDP, and unnamed Sorcerer. Definite contenders for endurance spells.
Sorry yes, that was meant to be 1 flail and 1 blight launcher. Had it set up wrong in battlescribe. 216 points then.
Far as I know, Inferno Bolters do work with discipline, so they're pretty not bad. I guess normal termies are for killing troops, while scarabs can also reliably take down elites as well?
Thousand Sons also intrigue me, and the models do look cool. However my army already consists of a lord discordant which I was considering running as Flawless Host for the huge numbers of attacks... Not sure I could fit Flawless and Purge and TSons in one list lol.
As you say, the Purge Termis are pretty much self-sufficient, and giving them a sorcerer is pure buffs. The Scarabs would need an Exalted or Prince to be near them, which is bad as you'd want your prince to be flying fast not crawling at 4" a turn. Prescience is an option, but it's also WC7 so it's less than guaranteed. On the plus side, you get AP-2 bolters and slightly better armour saves against weak weapons.
Hard to pick between them. Even if I took a TSons Prince, I could load him up with Manipulation or Weaver for himself and a Hereticus power for everyone else.
Scarabs are great, because of dark matter crystal and inferno bolters I think they are the best choice of the three. Start them on the board hidden (I generally take 10 with 2 missle racks), use dmc to put them in the thick of the action, preferably in cover. Kill 20-30 guardsmen/orks/firewarriors per turn. I take Ahriman, 2 winged Daemon Princes and 10 scarabs in a supreme command. It's a really solid detachment.
Isn't that a waste of the DMC? You can just do that for free anyway with their teleport. They both have the exact same rules and limitations. Only difference being the termies arrive turn 1 instead of turn 2, but it leaves the DMC to be usable on something else (or a different relic to be used). I guess one extra turn of termie shooting isn't too bad, but would pretty much require a big squad to make the most of it, which would then need lots of expensive buffs to make them worthwhile?
lindsay40k wrote: You can only take a BL gunner for every full five termies, 5 with 2 blight launchers isn’t allowed. Still a good unit, bloody hard to shift and pretty good at surviving D2 firepower.
I like the Purge ones. Self-sufficient termies is a bit unusual. Lets them be effective without babysitting or Strats.
Scarabs intrigue me. Inferno Bolters benefit from the Astartes double tap, right? I’m tempted to try them in a supreme command with Ahriman, TSDP, and unnamed Sorcerer. Definite contenders for endurance spells.
Sorry yes, that was meant to be 1 flail and 1 blight launcher. Had it set up wrong in battlescribe. 216 points then.
Far as I know, Inferno Bolters do work with discipline, so they're pretty not bad. I guess normal termies are for killing troops, while scarabs can also reliably take down elites as well?
Thousand Sons also intrigue me, and the models do look cool. However my army already consists of a lord discordant which I was considering running as Flawless Host for the huge numbers of attacks... Not sure I could fit Flawless and Purge and TSons in one list lol.
As you say, the Purge Termis are pretty much self-sufficient, and giving them a sorcerer is pure buffs. The Scarabs would need an Exalted or Prince to be near them, which is bad as you'd want your prince to be flying fast not crawling at 4" a turn. Prescience is an option, but it's also WC7 so it's less than guaranteed. On the plus side, you get AP-2 bolters and slightly better armour saves against weak weapons.
Hard to pick between them. Even if I took a TSons Prince, I could load him up with Manipulation or Weaver for himself and a Hereticus power for everyone else.
Scarabs are great, because of dark matter crystal and inferno bolters I think they are the best choice of the three. Start them on the board hidden (I generally take 10 with 2 missle racks), use dmc to put them in the thick of the action, preferably in cover. Kill 20-30 guardsmen/orks/firewarriors per turn. I take Ahriman, 2 winged Daemon Princes and 10 scarabs in a supreme command. It's a really solid detachment.
Isn't that a waste of the DMC? You can just do that for free anyway with their teleport. They both have the exact same rules and limitations. Only difference being the termies arrive turn 1 instead of turn 2, but it leaves the DMC to be usable on something else (or a different relic to be used). I guess one extra turn of termie shooting isn't too bad, but would pretty much require a big squad to make the most of it, which would then need lots of expensive buffs to make them worthwhile?
Not really, I find that the more problems you give your opponent simultaneously the better. If you're playing an army with lord discordants then you need clear screen. If you clear screen turn 1 then 1st turn charges can hit something worthwhile (not a difficult feat with warptime and master of the soulforges, advance and charge strat etc).
Plus this gives you board control straight away whilst removing your opponents board control. I generally try to hem in my opponent with plaguebearers and the scarabs make room for that to happen easily.
Not really, I find that the more problems you give your opponent simultaneously the better. If you're playing an army with lord discordants then you need clear screen. If you clear screen turn 1 then 1st turn charges can hit something worthwhile (not a difficult feat with warptime and master of the soulforges, advance and charge strat etc).
Plus this gives you board control straight away whilst removing your opponents board control. I generally try to hem in my opponent with plaguebearers and the scarabs make room for that to happen easily.
Interesting. What power do you give your sorcerer?
So in a meta where we can anticipate chaos knights becoming more mainstream - and with many lists looking to likely run either full melee (3x full knights) or with hybrid (1.5 melee 1.5 shooty), what are chaos best counters (ITC)?
The khorne daemon prince with reaver look appealing...
Mathhammering a double thermal cannon chaos knight doesn't look great (assuming a 4++)...
Oblits look cool but the redface check indicates they will die instantly the turn after they drop in and aren't really good for most other competitive matchups (see orks)...
Levits and deredeos seem ok based upon mathhammer but looking towards NOVA with the L's it looks like melee may have an advantage?
Asking for competitive options... ahriman and friends seems ok as only one chaos knight can get the 5++ to mortals trait but still woefully insufficient. What are some good competitive versatile options to counter melee knight rushdown variants as well as hybrid?
This message was edited 2 times. Last update was at 2019/07/13 05:41:57
I can see the appeal of spending a Relic using Dark Matter Crystal on a unit that can teleport on its own steam. You’re paying for the DS to happen in T1, and for your opponent to be taken off guard. If the Termies are deployed at one end of the board, and your opponent deploys Autocannons there to counter them, you can then sod off to their other flank and have fun.
It’s a bit convoluted, and can broadcast itself if you check distances from your DMC-runner to your termies during deployment, but still, an interesting trick. Plus, you can decide not to use it, and then your DP has got the option to redeploy - either towards a target or away from a Skarbrand or similar tarpit of FLYers.
Buying models at the moment and just wanted to make sure I haven't missed anything. The Kytan is painted now (love that model) so is the only thing 100pc in the list atm.
Lord Discordant on Helstalker [9 PL, 160pts]: 2. Indomitable, Autocannon, Mark of Slaanesh, Warlord
. Helstalker: Techno-virus injector
Lord Discordant on Helstalker [9 PL, 160pts]: Autocannon, Mark of Slaanesh, Master of the Soulforges, Mecha-serpents
. Helstalker: Techno-virus injector
+ Troops +
Chaos Cultists [3 PL, 50pts]: Mark of Slaanesh
. 9x Chaos Cultist w/ Autogun
. Cultist Champion: Autogun
Chaos Cultists [3 PL, 50pts]: Mark of Slaanesh
. 9x Chaos Cultist w/ Autogun
. Cultist Champion: Autogun
Chaos Cultists [3 PL, 50pts]: Mark of Slaanesh
. 9x Chaos Cultist w/ Autogun
. Cultist Champion: Autogun
lindsay40k wrote: I can see the appeal of spending a Relic using Dark Matter Crystal on a unit that can teleport on its own steam. You’re paying for the DS to happen in T1, and for your opponent to be taken off guard. If the Termies are deployed at one end of the board, and your opponent deploys Autocannons there to counter them, you can then sod off to their other flank and have fun.
It’s a bit convoluted, and can broadcast itself if you check distances from your DMC-runner to your termies during deployment, but still, an interesting trick. Plus, you can decide not to use it, and then your DP has got the option to redeploy - either towards a target or away from a Skarbrand or similar tarpit of FLYers.
I just found it gives you useful utility. Because both the DP with dmc and the scarabs can both move beforehand I don't check distances. Often I'll put them some distance away to throw people off.
Also if your opponent has no decent long range shooting I put them out in the open. Generally on the backfield objective to make them look like the worlds most expensive objective holders.
Oh and generally I'll put glamour on the sorcerer to make them more resilient.
DMC Scarabs do seem like a very handy little toolbox to have, though it still seems like it'd work better with a big unit than a small one.
Is there anything good to be said about Flawless Host terminators? I like a lot of the flawless host stuff, but the legion trait seems to be significantly worse than the purge one.
(Much like black legion I guess, which also seems to be really quite bad. Surprised they didn't improve it)
Edit:
Maybe a question to ask would be -
If you were going to field a squad of 5/10 terminators, which legion/god would you pick and how would you field them?
This message was edited 1 time. Last update was at 2019/07/13 19:14:02
JP Chaos Lord, JP sorcerer with prescience, 10 slaanesh termis with Combiplasma. Deepstrike em, cast prescience, use votlw, unleash 20 overcharged plasma shots, hitting on 2s, reroll 1s, shoot again with endless cacophony, wounding anything on 2s or 3s. Legion whatever you want to, but no renegade chapter. Use stormbolters if plasma is to expensive.
p5freak wrote: JP Chaos Lord, JP sorcerer with prescience, 10 slaanesh termis with Combiplasma. Deepstrike em, cast prescience, use votlw, unleash 20 overcharged plasma shots, hitting on 2s, reroll 1s, shoot again with endless cacophony, wounding anything on 2s or 3s. Legion whatever you want to, but no renegade chapter. Use stormbolters if plasma is to expensive.
I considered this too, but isn't using a lord and a sorcerer overkill? For the huge investment in points, you get very little benefit.
For example, you could either have 5 termies + lord + sorcerer, or you could have 7 termies + sorcerer. You're better off with the 7 (as far as I can tell).
So, I have been playing Imperium for 10 years now. My armies are completed, and I want some changes: no more shooting or vehicles heavy armies. I want some SKULLS FOR THE SKULL THRONES !!! I'll be back from a deployement with plenty of money in 3 months and I wanted an assault heavy army I could buy, build and paint in one row, and that doesn't need hundreds of models.
However, I am really in an unknown world here. For a World Eater army, what are the base thing I should know ? I guess cultists, bikers, bezerkers in rhino ? I think the Chaos devastators are good, aren't they ? If you had some advices !
This message was edited 1 time. Last update was at 2019/07/13 23:07:39
I considered this too, but isn't using a lord and a sorcerer overkill? For the huge investment in points, you get very little benefit.
For example, you could either have 5 termies + lord + sorcerer, or you could have 7 termies + sorcerer. You're better off with the 7 (as far as I can tell).
Its expensive, but it will kill everything. You could also run 10 purge terminators with combiplasma without sorcerer and without lord.
I considered this too, but isn't using a lord and a sorcerer overkill? For the huge investment in points, you get very little benefit.
For example, you could either have 5 termies + lord + sorcerer, or you could have 7 termies + sorcerer. You're better off with the 7 (as far as I can tell).
Its expensive, but it will kill everything. You could also run 10 purge terminators with combiplasma without sorcerer and without lord.
Yeh, Purge Termis are looking like the best option, even ahead of Scarabs.
I have to admit, the thought of running a unit of 10 Bringers of Despair, popping Pantheon, and giving them delightful agonies, miasma, and cacophonic choir... appeals. Could even give them fury of khorne, but that would be a lot of CP.
Purge Terminators make no sense imo. They can't use endless Cacophony or VotLW. Yes full rerolls is nice but you need 30 purge termies and something else to wound the target to compete with 10x alpha legion termies with jump pack sorcerer and lord and 3cp (both doing 35 damage to a knight).
And that is a 593 points difference, enough to get a min battalion of red corsair csms and a double butcher leviathan.
small_gods wrote: And that is a 593 points difference, enough to get a min battalion of red corsair csms and a double butcher leviathan.
interesting point. Endless does make for a big force multiplier. But then you need to spend a lot of points on trash in order to have enough CP to run it every turn.
Long as you have at least one good target for cacophony but preferably 2. Doesn't necessarily need to be terminators.
I've had success with all the above you mentioned with my favorites being scarabs probably followed by AL slaanesh with cblas. Their roles are pretty different so I don't really see them competing. It's more about what you plan to do with them. Cacophony cbplas are heavy hitters so you can skimp a bit on anti tank/elites.
Scarabs are anti horde/elites and can be assassins. What I like most is their effectiveness doesn't depend on your opponents screening. That is what really sets them apart from the plas version.
Blightlords and the nilla purge ones are bully units. With BL bringing more anti horde capability due to flails at much higher cost.
I'd pick what you need for your list or rather what you like and adjust elsewhere.
This message was edited 1 time. Last update was at 2019/07/14 01:10:54
Chaos Lord on Juggernaut of Khorne [7 PL, 148pts]: 3. Unholy Fortitude, Bladed horn on Juggernaut of Khorne, Combi-flamer, Power axe, Talisman of Burning Blood, Warlord
Exalted Champion [5 PL, 91pts]: Bolt pistol, Mark of Khorne, Thunder hammer
Master of Executions [4 PL, 70pts]: Brass Collar of Borghaster, Mark of Khorne
+ Troops +
Chaos Cultists [3 PL, 50pts]: Mark of Khorne
. 9x Chaos Cultist w/ Autogun
. Cultist Champion: Autogun
Chaos Cultists [3 PL, 50pts]: Mark of Khorne
. 9x Chaos Cultist w/ autopistol and brutal assault weapon
. Cultist Champion: Brutal assault weapon and Autopistol
Khorne Berzerkers [9 PL, 142pts]: Icon of Wrath
. Berzerker Champion: Bolt pistol, Chainaxe
. 3x Chainaxe and bolt pistol: 3x Chainaxe
. 4x Chainsword and bolt pistol
Khorne Berzerkers [9 PL, 142pts]: Icon of Wrath
. Berzerker Champion: Bolt pistol, Chainaxe
. 3x Chainaxe and bolt pistol: 3x Chainaxe
. 4x Chainsword and bolt pistol
Khorne Berzerkers [9 PL, 142pts]: Icon of Wrath
. Berzerker Champion: Bolt pistol, Chainaxe
. 3x Chainaxe and bolt pistol: 3x Chainaxe
. 4x Chainsword and bolt pistol
Chaos Lord in Terminator Armour [6 PL, 101pts]: Combi-bolter, Mark of Khorne, Power sword, The Murder Sword
Chaos Lord on Juggernaut of Khorne [7 PL, 140pts]: 3. Unholy Fortitude, Bladed horn on Juggernaut of Khorne, Bolt pistol, Power axe, Talisman of Burning Blood, Warlord
Exalted Champion [5 PL, 91pts]: Bolt pistol, Brass Collar of Borghaster, Mark of Khorne, Thunder hammer
+ Troops +
Chaos Cultists [3 PL, 50pts]: Mark of Khorne
. 9x Chaos Cultist w/ Autogun
. Cultist Champion: Autogun
Khorne Berzerkers [9 PL, 141pts]: Icon of Wrath
. Berzerker Champion: Bolt pistol, Chainsword
. 3x Chainaxe and bolt pistol: 3x Chainaxe
. 4x Chainsword and bolt pistol
Khorne Berzerkers [9 PL, 141pts]: Icon of Wrath
. Berzerker Champion: Bolt pistol, Chainsword
. 3x Chainaxe and bolt pistol: 3x Chainaxe
. 4x Chainsword and bolt pistol
Khorne Berzerkers [9 PL, 141pts]: Icon of Wrath
. Berzerker Champion: Bolt pistol, Chainsword
. 3x Chainaxe and bolt pistol: 3x Chainaxe
. 4x Chainsword and bolt pistol
+ Fast Attack +
Warp Talons [6 PL, 120pts]: Mark of Khorne
. 4x Warp Talon: 4x Lightning Claw (pair)
. Warp Talon Champion: Lightning Claw (pair)
Warp Talons [6 PL, 120pts]: Mark of Khorne
. 4x Warp Talon: 4x Lightning Claw (pair)
. Warp Talon Champion: Lightning Claw (pair)
+ Heavy Support +
Chaos Land Raider [16 PL, 299pts]: Combi-bolter, Mark of Khorne, Twin heavy bolter, 2x Twin lascannon
Havocs [7 PL, 170pts]: Mark of Khorne
. Aspiring Champion: Boltgun, Chainsword
. 4x Havoc w/ lascannon: 4x Lascannon
Havocs [7 PL, 170pts]: Mark of Khorne
. Aspiring Champion: Boltgun, Chainsword
. 4x Havoc w/ lascannon: 4x Lascannon
+ Dedicated Transport +
Chaos Rhino [4 PL, 72pts]: Combi-bolter, Mark of Khorne
Chaos Rhino [4 PL, 72pts]: Combi-bolter, Mark of Khorne
Has there been much comparison between Spineshiver Blade and Ghorisvex's Teeth?
I know the 'chainlord' builds take the teeth, along with a bunch of other buffs and characters etc etc. But on a standard lord, the Spineshiver seems like a pretty strong option.
In fact, Spineshiver + Thunder Hammer might be formidable, though it removes all his ranged options..
Just curious, as when I google for spineshiver on reddit 40k or on dakka, it never seems to get mentioned, which seemed unusual for what appears to be an above-average relic.
Buying models at the moment and just wanted to make sure I haven't missed anything. The Kytan is painted now (love that model) so is the only thing 100pc in the list atm.
Lord Discordant on Helstalker [9 PL, 160pts]: 2. Indomitable, Autocannon, Mark of Slaanesh, Warlord
. Helstalker: Techno-virus injector
Lord Discordant on Helstalker [9 PL, 160pts]: Autocannon, Mark of Slaanesh, Master of the Soulforges, Mecha-serpents
. Helstalker: Techno-virus injector
+ Troops +
Chaos Cultists [3 PL, 50pts]: Mark of Slaanesh
. 9x Chaos Cultist w/ Autogun
. Cultist Champion: Autogun
Chaos Cultists [3 PL, 50pts]: Mark of Slaanesh
. 9x Chaos Cultist w/ Autogun
. Cultist Champion: Autogun
Chaos Cultists [3 PL, 50pts]: Mark of Slaanesh
. 9x Chaos Cultist w/ Autogun
. Cultist Champion: Autogun
I played against almost this exact list 2 weeks ago with my Deathwatch except he had abbadon and some forgefiends and didn't have a second lord discordant.
The guy I played beat me very narrowly on points but I basically wiped his whole army off the board except for abbadon who was hiding. I like the list but you have to really be aggressive with it and get into the enemies face. The guy I played came at me piecemeal and my hellblasters/repulsor/dreads absolutely tore them appart .
It's a scarry list to come up against but needs to be used correctly or it can get be quite easy to shoot up.
Niiru wrote: Has there been much comparison between Spineshiver Blade and Ghorisvex's Teeth?
I know the 'chainlord' builds take the teeth, along with a bunch of other buffs and characters etc etc. But on a standard lord, the Spineshiver seems like a pretty strong option.
In fact, Spineshiver + Thunder Hammer might be formidable, though it removes all his ranged options..
Just curious, as when I google for spineshiver on reddit 40k or on dakka, it never seems to get mentioned, which seemed unusual for what appears to be an above-average relic.
Well it is on energysword Basis. So 4 pts atleast.
It does less damage than either the teeth or the Hydra blade or murdersword.
Is tied to the bad bl trait.
It's not bad certainly and would make for a nice premium varaint blender Lord but that's it.
https://www.dakkadakka.com/dakkaforum/posts/list/0/766717.page A Mostly Renegades and Heretics blog.
GW:"Space marines got too many options to balance, therefore we decided to legends HH units." Players: "why?!? Now we finally got decent plastic kits and you cut them?" Chaos marines players: "Since when are Daemonengines 30k models and why do i have NO droppods now?" GW" MONEY.... erm i meant TOO MANY OPTIONS (to resell your army to you again by disalowing former units)! Do you want specific tyranid fighiting Primaris? Even a new sabotage lieutnant!" Chaos players: Guess i stop playing or go to HH.
Niiru wrote: Has there been much comparison between Spineshiver Blade and Ghorisvex's Teeth?
I know the 'chainlord' builds take the teeth, along with a bunch of other buffs and characters etc etc. But on a standard lord, the Spineshiver seems like a pretty strong option.
In fact, Spineshiver + Thunder Hammer might be formidable, though it removes all his ranged options..
Just curious, as when I google for spineshiver on reddit 40k or on dakka, it never seems to get mentioned, which seemed unusual for what appears to be an above-average relic.
Well it is on energysword Basis. So 4 pts atleast.
It does less damage than either the teeth or the Hydra blade or murdersword.
Is tied to the bad bl trait.
It's not bad certainly and would make for a nice premium varaint blender Lord but that's it.
Ahh yes, I didn't notice the D1 vs the D2. I think I also saw it as "6 extra attacks" instead of D6. If it was a fixed 6 attacks it might well be more worth it.
In that case, on a fairly-standard Lord (some psychic buffs, but not the warlordtrait+multiple stratagems version), would you go with the Blade of the Hydra or Ghorisvex's Teeth?
Ignore the Legion Trait for now, as both bL and AL traits are fairly worthless on a melee lord anyway. AL is situationally better of course, but BL gets some other synergies like half-damage.
Without just as a provider of rerolls, i'd go with the blade, chances are you run a Gunline and for that it's the best cheap thing available..
On a jumppacklord ghoshvrex is better obviously, because it is literally the spitefull warlord trait on top of a good weapon.
That^s to say, both sides can be usefull.
However:
If you really intend to go blender lord, you won't have halfdamage, becuase spitefull flames is needed to propperly blend.
So overall the ghovshrex is better.
https://www.dakkadakka.com/dakkaforum/posts/list/0/766717.page A Mostly Renegades and Heretics blog.
GW:"Space marines got too many options to balance, therefore we decided to legends HH units." Players: "why?!? Now we finally got decent plastic kits and you cut them?" Chaos marines players: "Since when are Daemonengines 30k models and why do i have NO droppods now?" GW" MONEY.... erm i meant TOO MANY OPTIONS (to resell your army to you again by disalowing former units)! Do you want specific tyranid fighiting Primaris? Even a new sabotage lieutnant!" Chaos players: Guess i stop playing or go to HH.
Without just as a provider of rerolls, i'd go with the blade, chances are you run a Gunline and for that it's the best cheap thing available..
On a jumppacklord ghoshvrex is better obviously, because it is literally the spitefull warlord trait on top of a good weapon.
That^s to say, both sides can be usefull.
However:
If you really intend to go blender lord, you won't have halfdamage, becuase spitefull flames is needed to propperly blend.
So overall the ghovshrex is better.
I was thinking jumppack, thunder hammer and hydra sword. Gives him options to fight hordes without the -1, or vehicles with extra damage. (I think this is legal).
For BL, it would be jumppack and ghorsvxcxx and I dunno, a bolter or something, as the ghors would always be the best option to use because of the mortal wound fishing.
I am hesitant to make this guy my warlord though, as he's extremely likely to die. Which means he won't have flames of spite. This is where I start wondering what works out best.
As I'm also planning to take a unit of terminators (I like them, don't care if theyre terrible lol). And the terminators need rerolls, either from being Purge or from having a lord nearby. might just mean having two lords (or an abaddon)