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2020/04/16 21:41:53
Subject: Ride the Five Hundred - 500pt lists for all factions
Looking for a list for each faction at 500pts as a learner list. This would be to introduce new players to the game and to specific factions.
Restrictions: Should reflect the playstyle of the faction. Should include ALL equipment and rules ie.sub-faction, relics, and psychic powers and ideally should list these additional rules as a brief summary This should be readable to a vet with BattleScribe, but not necessarily to a noob.
If you have a better idea for an already posted faction, please share!
Spirit of the Martyr (5+ shoot or make an attack when a model is removed)
Valorous Heart Battalion 6+ Ignore wounds, AP -1 (and AP -2 w/ Tale of the Stoic) becomes AP 0
Canoness Blessed Blade Inferno Pistol
Missionary Bolt Pistol and Shotgun
Battle Sister Squad x5 Sister Superior w/ Hand Flamer Meltagun Simulacrum Imperialis Incensor Cherub
Battle Sister Squad x5 Sister Superior w/ Hand Flamer Meltagun Simulacrum Imperialis Incensor Cherub
Battle Sister Squad x5 Sister Superior 2x Storm Bolter
Imagifier Warlord: Beacon of Faith (+1 Miracle Dice at the start of your turn) Relic: Litanies of Faith (1/turn, reroll a Miracle Dice you just gained) Tale of the Stoic (AP ignoring aura)
Repentia Squad x4
Immolator Immolation Flamer
Astra Militarum wrote:
Spoiler:
Valhallan Battalion (Infantry halve the number of models that flee, rounding up. Vehicles count double the wounds on the damage table)
Company Commander
Tank Commander Autocannon, Flamers Warlord: Old Grudges (Before the battle, pick one enemy unit. When within 6" of your WL, friendly AM units reroll wounds against that enemy)
Infantry Squad x10
Infantry Squad x10
Infantry Squad x10
Astropath Psychic: Nightshroud (+1 to an AM unit save)
Dark Angels Patrol Ravenwing Talonmaster Twin Assault Cannon, Twin Heavy Bolter, Power Sword Warlord: Impeccable Mobility (Move and fire heavy weapons without penalty) Relic: Corvus Oculus (+6" weapon range, +1 to hit)
Scouts x5 Bolt Pistol, Sniper Rifle, Krak and Frag Grenades
Ravenwing Black Knights x5 Bolt Pistol, Krak and Frag Grenades, Corvus Hammer, Bike w/ Plasma Talon
Grey Knights Vanguard (+1 to cast and deny on all units)
Grand Master Psycannon, Halberd Warlord: Lore Master (model knows an additional psychic power from their discipline) Relic: Soul Glaive (reroll failed hits and wounds) Powers: --Hammerhand (WC 6, friendly unit within 12" gets +1 to wound in fight phase) --Purge Soul (WC 5, enemy unit within 12". Caster and enemy roll d6 and adds Ld. For each point that caster is greater, enemy takes a mortal)
Apothecary Stave Power: Armoured Resilience (WC 6, friendly INFANTRY within 12" gains -1 to wound)
Servitors x4
Venerable Dreadnought Missile Launcher, Multi-melta Powers: Astral Aim (WC 5, friendly within 12" doesn't need LoS for shooting and shots ignore cover)
Dreadknight 2x Fists, Incinerator Powers: Sanctuary (WC 6, friendly within 12" gets +1 invuln to a max of 3++)
Harlequin wrote:
Spoiler:
Frozen Stars Battalion (If a unit charges, get +1A)
Shadowseer with Neuro Disruptor Powers: --Fog of Dreams (WC 6, pick enemy within 18" and that unit is -1 to hit) --Veil of Tears (WC 7 pick friendly INFANTRY within 18" and that unit gain -1 to hit)
Troupe Master with Fusion Pistol Warlord: Fractal Storm (3++ against ranged) Relic: Starmist Raiment (3++ against melee; no overwatch if the bearer advanced)
Big mek Da Souped Up Shokka Warlord: Big Killa Boss
Weirdboy Powers: Da Jump
Gretchin x10
Gretchin x10
Ork boys x28 2x Tankbusta Bombs Boss nob w/ 2x choppas
Mek gunz x3 Smasha guns
Real basic stuff. The gretchin cover the home plate objectives and protect the Big Mek/Smasha Guns while they chew up the enemy heavy hitters. The Souped Up Shokka is for the targets that really just need to die, and can use the Dread Waaagh Kustom Ammo strat to shoot twice.
The weirdboy throws near 30 Ork boys into the opponent's face to make them sweat and deal with them before they mulch whatever they manage to charge.
[u]Militia x10[/u Champion with lasgun. Heavy stubber vox caster
[u]Militia x10[/u Champion with lasgun. Heavy stubber vox caster
[u]Militia x10[/u Champion with lasgun. Heavy stubber vox caster
[u]Command squad x9 Disciples Command net vox Plasmagun Autocannon hwt Banner of Hate.
Heavy quad launchers x2 6 Guardsmen crew
Heavy weapons Teams x4 4 Heavy stubbers.
Covenant of Tzeentch, all R&H infantry units (incluing the guardsmen crew) can fire overwatch on 5 +) Uncertain worth: LD for Infantry if * is D6+2 for the first time you have to determine morale for the rest of the game. Fanatic: Roll 2D6 pick the highest add +3 instead. (elite unit modifyer.) Vox caster: Roll an additonal D6 for uncertain worth. Command net vox: Units with vox casters can use if higher the units equiped with the command vox.
Farsight Battalion(Against an enemy within 12", get an additional markerlight; reroll shooting wounds of 1 against enemies within 6")
Fireblade Warlord: Through Unity, Devastation (Pick a visible enemy unit; each wound roll of 6+ from any Tau against that target gets an additional AP)
Fireblade
Breacher Team x8 Shas'ui
Strike Team x6 Shas'ui
Strike Team x6 Shas'ui
Stealth Suits x4 Shas'vre with Fusion
Shield Drones x4
Shield Drones x4
Devilfish 2x Gun Drones, Burst Cannon
Thousand Sons wrote:
Spoiler:
Cult of Magic Supreme Command (+6" to all initial psychic ranges)
Exalted Sorcerer Warlord: Devastating Sorcery (each power that inflicts mortals does +1 mortal) Relic: Arcane Focus (+1 to psychic tests) Powers: --Astral Blast (WC 6, closest visible enemy within 9" gets d3 mortals and each unit within 3" of that UNIT gets 1 mortal) --Doombolt (WC 9, Visible enemy within 18" gets d3 mortals and halves their Movement next turn and cannot Advance) --Infernal Gaze (WC 5, Select visible enemy unit; roll three d6s; each 4+ inflicts a mortal)
Sorcerer Strat: Magister (-1CP, get a WL trait) Trait: High Magister (+1 to psychic tests) Powers: --Astral Blast (WC 6, closest visible enemy within 9" gets d3 mortals and each unit within 3" of that UNIT gets 1 mortal) --Glamour (WC 7, friendly unit within 12" gets -1 to hit) --Warptime (WC 6, friendly unit within 3" Moves as if the movement phase)
Sorcerer Powers: --Astral Blast (WC 6, closest visible enemy within 9" gets d3 mortals and each unit within 3" of that UNIT gets 1 mortal) --Diabolic Strength (WC 6, friendly HERETIC model within 12" gets +2S and +1A) --Temporal Manipulation (WC 6, friendly TSONS model within 12" gets d3 wounds back)
Terminators x5 Soulreaper cannon Hellfyre Missile Rack Powers: --Astral Blast (WC 6, closest visible enemy within 9" gets d3 mortals and each unit within 3" of that UNIT gets 1 mortal) --Weaver of Fates (WC 6, friendly within 18" gets +1 invuln)
This message was edited 13 times. Last update was at 2020/04/22 00:27:36
"[We have] an inheritance which is beyond the reach of change and decay." 1 Peter 1.4
"With the Emperor there is no variation or shadow due to change." James 1.17
“Fear the Emperor; do not associate with those who are given to change.” Proverbs 24.21
2020/04/16 22:57:40
Subject: Re:Ride the Five Hundred - 500pt lists for all factions
Ravenwing Talonmaster Twin Assault Cannon, Twin Heavy Bolter, Power Sword
Warlord: Impeccable Mobility (Move and fire heavy weapons without penalty)
Relic: Corvus Oculus (+6" weapon range, +1 to hit)
Scouts x5 Bolt Pistol, Sniper Rifle, Krak and Frag Grenades
Ravenwing Black Knights x5 Bolt Pistol, Krak and Frag Grenades, Corvus Hammer, Bike w/ Plasma Talon
Deathwing Ancient Lightning Claws
This list offers a little Ravenwing and a little Deathwing, some scouts as a tax, and one nasty HQ choice hitting on 2+ with a 52" threat range on turn 1.
2020/04/17 11:22:00
Subject: Re:Ride the Five Hundred - 500pt lists for all factions
10 Miltia, Champion with lasgun. Heavy stubber, vox caster.
10 Miltia, Champion with lasgun. Heavy stubber, vox caster.
10 Miltia, Champion with lasgun. Heavy stubber, vox caster.
Elites:
9 Command squad Disciples. Command net vox, Plasmagun, Autocannon hwt, banner of Hate.
Heavy Support:
2 Heavy quad launchers with 6 Guardsmen crew.
4 Heavy weapons Teams with 4 Heavy stubbers.
Total : 500 pts. 5 CP. +3 for Battleforged.
Spoiler:
Covenant of Tzeentch, all R&H infantry units (incluing the guardsmen crew) can fire overwatch on 5 +)
Uncertain worth: LD for Infantry if * is D6+2 for the first time you have to determine morale for the rest of the game.
Fanatic: Roll 2D6 pick the highest add +3 instead. (elite unit modifyer.)
Vox caster: Roll an additonal D6 for uncertain worth.
Command net vox: Units with vox casters can use if higher the units equiped with the command vox.
It's a classic defensive build with 2 key components.Morale management, done via the +1 LD aura and the Commandsquads with beeing fanatic allowing for a higher chance of better LD for the militia.
The command squad is made up off disciples, carrying the better equipment of the list and having an actual armor save not made off tissue paper. The banner they carry allows all losses in melee as soon as slain to once again attack one last time. Combined with the Covenant of tzeentch it's a decent melee deterent. Overal side note, Renegade champions in militia squads have better BS and WS.
Whilest the offensive is done mostly by the more accurate Quad launchers each shelling 4d6 S5 shots out.
The stubbers serve as somewhat toughish (W2) frontline units, don't forget that both the lasgun and the stuber can be fired.
This message was edited 1 time. Last update was at 2020/04/17 11:23:10
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.
2020/04/17 12:30:14
Subject: Ride the Five Hundred - 500pt lists for all factions
HQs;
Big mek w/ Da Souped Up Shokka (warlord: Big Killa Boss)
Weirdboy w/ Da Jump
Troops;
Gretchin x10
Gretchin x10
Ork boys x28 w/ 2x Tankbusta Bombs, Boss nob w/ 2x choppas
Heavy Support;
Mek gunz x3 Smasha guns
Real basic stuff. The gretchin cover the home plate objectives and protect the Big Mek/Smasha Guns while they chew up the enemy heavy hitters. The Souped Up Shokka is for the targets that really just need to die, and can use the Dread Waaagh Kustom Ammo strat to shoot twice.
The weirdboy throws near 30 Ork boys into the opponent's face to make them sweat and deal with them before they mulch whatever they manage to charge.
This message was edited 1 time. Last update was at 2020/04/17 12:33:02
2020/04/17 14:57:53
Subject: Ride the Five Hundred - 500pt lists for all factions
Cadians / Gaurd. (Emperor's fist if you want, but basically can be run just gaurd.)
Lord Commisar with relic bolt pistol and powersword. (he can snipe) 35. Be sure to give him the warlord trait for voice of comamnd so you can learn to order your 10 guys.
10 regular gaurd soldiers with 7 lasguns, grenade launcher, and heavy weapon team (mortar) and laspistol/chainsword on the sgt. 52
Leman russ battle tank with battle cannon, and heavy flamer and 143
Astropath 15 (Again, you mod the second commisar to create an astropath with a laspistol. Mine use the scion laspistol looking thing and a command rod, but you could do it with just the pistol. Things you learn in this half
Tanks, melee, psyker uses, deniers, astropaths to reduce cover, shooting, flamers, , buffing orders and buffing auras, as well as indirect fire and sniping. Can be run as almost any gaurd type but I recommend tallarn for the tank, or catachan for the most excellent flamer order, or cadians for the shooty... 240 total. The second start collecting box (tempestum) is broken out as
tempestor prime with hotshotlaspistol and chainsword
command squad of scions with 1 plasma and 1 melta gun, and 1 hotshotvolleygun and 1 grenade launcher
5 man troop squad of scions with 4 hotshotlasgun, and 1 hotshotlaspistol.
taurox prime with 2 volleygun and taurox gatling cannon
225 points. Yes, that is a truly crappy weapons loadout for a command squad in competitive play, but its reasonable in a fluffy or training game, you can learn what each weapon does in various doctrines (try kappic! try lambda!)
This part of the list teaches infantry with better armor, better aim, deepstrikers, transport use, secondary warlord trait strategem (the tempest), command squad vs base scion infantry, scion orders, scion doctrines.
While only subtly different from the army I put in the list, it also teaches many things, its just a differing flavor. I like thise as the first 500 point army because ...
does have a tempest prime in it, which is nice. Still, these 2 boxes give you a very solid little learner army -- two tanks is nothing to sneeze at in the 500 point range, The gatling cannon helps this rather underwhelming troop number a lot against hordes, and you have for the gaurd fairly high first turn survivability for your infantry -- off table in deepstrike or in the transport. This is critical in modern 40k.
This message was edited 2 times. Last update was at 2020/04/19 04:52:53
Guard gaurd gAAAARDity Gaurd gaurd.
2020/04/18 06:22:35
Subject: Re:Ride the Five Hundred - 500pt lists for all factions
Imagifier Warlord: Beacon of Faith (+1 Miracle Dice at the start of your turn)
Relic: Litanies of Faith (1/turn, reroll a Miracle Dice you just gained)
Tale of the Stoic (AP ignoring aura)
Repentia Squad 4x Sister Repentia
Immolator Immolation Flamer
Automatically Appended Next Post: ...That's a mess of a list... not particularly great as an Introduction to the game...
This message was edited 7 times. Last update was at 2020/04/19 02:19:44
With Marines it’s hard to make a 500 point this that covers all your bases, touches on all the themes and aspect of the army, etc. What I did was to put together a 500 point list that can be built out of the DV box that does an OK job. A little mobility, a little firepower, captain to crump heads in melee and give a buff aura. I selected Ultras as a chapter, but that’s changeable to taste. Relic left to the user to pick (burning blade, Vox from the base list, I’d run the Sanctic Halo as an Ultra, other chapter have more options.
(This is WYSWYG from the box. If you don’t want to stick with that, give the intercessor squad an AGL and chainsword for the sarge)
Theres REALLY not a lot of room for Adeptus Custodes at 500 points, but this list can be made with 2 boxes and give you a taste of both jet bikes and infantry:
Adeptus Custodes Patrol - 493 points
HQ Shield Captain on Dawneagle Jetbike w/ Misericordia - 163 points
Troops
Custodian Guard Squad - 208 Points
-2x w/ Guardian Spear and Misericordia
-2x w/ Sentinel Blade and Storm Shield
Your sisters inspired me to think a bit. How about
tempestor prime with powerfist and command rod (old grudges, deathmask of oleanus) (WARLORD)
tempestor prime with powerfist and command rod(lambda lion specific reroll 1's trait), powerfist and command rod, laurels of command. (-1 cp for laurels, -1 cp for extra warlord trait)
5 scions with 4 hotshotlasguns and 1 hotshotlaspistol and powersword
5 scions with 4 hotshotlasguns and 1 hotshotlaspistol and powersword
5 scions with 4 hotshotlasguns and 1 hotshotlaspistol and powersword
5 scions with 4 hotshotlasguns and 1 hotshotlaspistol and powersword
5 scions with 4 hotshotlasguns and 1 hotshotlaspistol and powersword
5 scions with 4 hotshotlasguns and 1 hotshotlaspistol and powersword
scion command squad (4man) with 4 hotshotvolleyguns
scion command squad (4man) with 4 hotshotvolleyguns
Its ok at this level -- it ends up counting on mass of shots to kill a tank, but the 2 commanders can both issue "elimination protocols" and reroll a lot of wounds.
This message was edited 1 time. Last update was at 2020/04/19 16:05:42
Guard gaurd gAAAARDity Gaurd gaurd.
2020/04/21 11:15:06
Subject: Ride the Five Hundred - 500pt lists for all factions
"Because the Wolves kill cleanly, and we do not. They also kill quickly, and we have never done that, either. They fight, they win, and they stalk back to their ships with their tails held high. If they were ever ordered to destroy another Legion, they would do it by hurling warrior against warrior, seeking to grind their enemies down with the admirable delusions of the 'noble savage'. If we were ever ordered to assault another Legion, we would virus bomb their recruitment worlds; slaughter their serfs and slaves; poison their gene-seed repositories and spend the next dozen decades watching them die slow, humiliating deaths. Night after night, raid after raid, we'd overwhelm stragglers from their fleets and bleach their skulls to hang from our armour, until none remained. But that isn't the quick execution the Emperor needs, is it? The Wolves go for the throat. We go for the eyes. Then the tongue. Then the hands. Then the feet. Then we skin the crippled remains, and offer it up as an example to any still bearing witness. The Wolves were warriors before they became soldiers. We were murderers first, last, and always!" —Jago Sevatarion
DR:80SGMB--I--Pw40k01#-D++++A+/fWD-R++T(T)DM+
2020/04/23 12:19:24
Subject: Re:Ride the Five Hundred - 500pt lists for all factions
HQ:
Lord with jumppack Headhunter, Vipersbite (CB relic) Chainsword
Sorcerer, Staff, prescience deathhex, We are alpharius WL trait, Faceless.
Troops:
10 CSM, slaanesh, 2 x Reaper chaincannon.
8 CSM, Slaanesh, 1 Autocannon
5 CSM, slaanesh, Autocannon.
7CP in total.
The gameplan is an offensive bomb usage something quite common for chaos in the form of 10 CSM with 2 reapers and cacophony after beeing infiltrated. The faceless trait comes in handy to allow the sorcerer to keep up whilest the headhunter jumppack lord goes on and buffs the shooting off the bomb further or hunts enemy HQ. Beyond that the large arsenal of the Alpha Legion allows for a vast ammount of reactions, between scrambled coordinates, ambush, renascent and the baseline Votwl and cacophony you have the canche of doing massive damage or play defensive. It also serves as a decent introduction army to the Alpha legion.
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.
2020/04/30 16:32:14
Subject: Re:Ride the Five Hundred - 500pt lists for all factions
This list is a very basic AM list, but as a bonus, it is comprised entirely of the parts in the "Cadian Defense Force" and "Start Collecting" boxed set, so only two (relatively good value) purchases to start.
Astra Militarum 499 points Battalion +5 CP
HQ: (202) Company Commander (30) - Laspistol, Chainsword. Tank Commander (172) - Battlecannon, Heavy Bolter
Heavy Support (177) Heavy Weapons Team (45) - 3x Mortar Leman Russ (132) - Executioner Autocannon, Heavy Bolter
Good core of hard hitting tanks, able to take out a wide variety of targets, the almost obligatory AMHWS with mortars, and plenty of bubble wrap and orders to keep them all safe from assault while they grinding assault on the enemy. and enough bodies to help secure an objective or two also.
(Leaves out the Commissar, Command squad, Chimera and a heavy weapons team from those boxes, but if you're building a bigger AM army, those'll get used up eventually anyway, and its still better value than buying all the pieces separately)
This message was edited 2 times. Last update was at 2020/05/05 16:32:43
2020/04/30 19:01:57
Subject: Ride the Five Hundred - 500pt lists for all factions
Heres a basic 500 pt Drukhari wych cult list you can make with 2 start collecting boxes I think can be fun. for reference the box contains a succubus, a wych squad, a unit of reavers, and a venom You can get around 12 wyches per SC box if you use extra venom riders and the extra 2 slit sprues for wyches. I know it's not exactly a great balance of combined drukhari tactics and units as a whole but its probably the easiest to start with due to the SC and the drukhari codex is more like 3 separate armies with very different playstyles under one banner
Spoiler:
Drukhari Battalion: Cult of the Red Grief (advance + charge, Can re roll charge results)
Wyches (5) Hekatrix w hekatari & splinter pistol, 3x wyches, 1x wych w shardnet&impaler, splintermind(+1 ld) (48 pts)
Fast Attack:
Reavers (3) grav talon, painbringer(+1t) (51)
dedicated transport:
venom (65)
venom (65)
Total: 500 pts, 29 PL
Idea is a very mobile, sticky melee army that will bung up ranged infantry with fallback maluses while heavy hitting beatstick hqs and poison shooting deal with dangerous melee enemies too tough for the infantry with some extra cp to use strategems and a couple mortal wound shenanigans for when you really need some damage. hq succubus can be bumped to str 8 with hyperstimm backlash strategem and red grief has a strategem that lets you consolidate melee units into a transport which could be useful for repostioning or getting off the phantasm grenade mortal wounds. you also have some flexability with deployment as you can deploy a 5 wych squad in the webway with cp to give the blast pistol succubi a venom to get them stuck in faster. On the troops the drugs are somewhat flexible, hypex could be good if your footslogging the big units though that cuts their offensive potential without the +1a per model
This message was edited 8 times. Last update was at 2020/04/30 21:42:30
2020/07/08 14:22:40
Subject: Ride the Five Hundred - 500pt lists for all factions
Adeptus Custodes Supreme Command
-Shield captain on Bike with Superior Creation, Auric Acquilis, Misercordia, and Victor
-Shield Captain on bike with misercordia
-Shield Captain on bike with misercordia and salvo launcher
2 CPs, three fast, extremely durable, lethal characters that have ObSec. Save the CPs for Shoulder and make them table you to get slay the warlord.
... and doable with one box.
2020/05/01 09:32:57
Subject: Re:Ride the Five Hundred - 500pt lists for all factions
I am amazed nobody tried their hand at CSM yet. Here is my variant, for people who want and need no friends.
Stratagems
Set-up, Sorcerer starts in Teleportarium, the big Cultist blob smack in the middle of the board, ideally, but not necessarily 9" away from a building or some cover ahead of them, the Daemon Prince in a position, where he can catch up with the blob quickly..
If the opponent is likely to rely heavily on stratagems, DP uses 1 CP on Gift of Chaos and snaps a Hydra's Wail from the Alpha Legion armoury to mess up their plans.
The smaller Cultist groups set up as needed: If the opponent prepared Deep Strikes, then as screen against them (remember Scrambled Coordinates for 1 CP), else somewhere in cover close to some objective markers.
Leave the opponent initiative first turn, but still try to seize it, mostly for a chance to mess with them. Use 1 CP for Forward Operatives on the blob.
Turn 1: If the opponent manages to wipe out your 30 Cultist blob in a single round of shooting,in a 500 pts game, complain about the dice gods, and concede. If they kill fewer than half of them, laugh evilly. If they kill more than half of them, spend 2 CP to auto-pass morale. Try to still squeeze out an evil laugh for appearance' sake..
At the beginning of your turn, check the remaining size of your blob, and the enemy threads around them. If the blob is likely to be wiped next turn, spend 2 CP on Tide of Traitors, relocate them to the most threatening position near one of the table edges and start their next reckless advance from there. Find a good position for your Daemon Prince, ideally screened by the blob, else in cover or out of line of sight, but still threatening.
Turn 2: Look for a spot to drop your Sorcerer. Ideally within 12" of the enemy warlord or their most expensive character. If they are screened too well, decide between a) setting up further away (18" still allows for Deathhex, 24" allows some shooting, but without Bolter Discipline), b) targeting some elite infantry instead, or c) delaying the snipe for a turn.
If the Sorcerer is set up well, cast Prescience on himself. If the bounty has a 4++ or better invuln, cast Deathhex on them, else cast Delightful Agonies on Sorcerer. If you managed to maneuvre your DP also within 12" of the target, you got 2 attempts at Deathhex.
Shoot your target 4 times with Bolter discipline. If they are still alive, spend 2 CP on Endless Cacaphony and shoot again.
Turn 3: Consider falling back with your Sorcerer to use Renascent Infiltration for another go in Turn 4.
This message was edited 2 times. Last update was at 2020/05/01 09:41:21
But overall it's quite difficult with OP's stipulation to make one that covers all bases for a faction.
This message was edited 1 time. Last update was at 2020/05/01 09:41:52
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.
2020/05/01 09:45:13
Subject: Ride the Five Hundred - 500pt lists for all factions
But overall it's quite difficult with OP's stipulation to make one that covers all bases for a faction.
Well, at least none that made it into the first post. Thousand Sons are a faction of their own. And what has the Schwabentor at Schaffhausen to do with anything?
Ahh, I have found your suggestion. Mine is better thought out, fluffier and meaner.
This message was edited 3 times. Last update was at 2020/05/01 09:59:47
But overall it's quite difficult with OP's stipulation to make one that covers all bases for a faction.
Well, at least none that made it into the first post. Thousand Sons are a faction of their own. And what has the Schwabentor at Schaffhausen to do with anything?
The inscription.
It's a joke.
But like i said it's nigh impossible for CSM to achieve what OP wants even at a higher point level.
Regardless of your or my suggestions it's basically impossible to get the bases covered, Neither obliterators nor real bomb units show up in both, DA's also are missing which are quickly becoming a key ingredient.
Btw, melee cultists are never mean. At most they are a nuisance.
This message was edited 2 times. Last update was at 2020/05/01 09:51:58
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.
2020/05/01 09:57:53
Subject: Ride the Five Hundred - 500pt lists for all factions
AuntHerbert wrote: Mini-sized tactical CSM units without equipment aren't worth the spit either. 24 autogun shots and 6 Flamers is enough of a distraction to keep the opponent's attention away from the snipe attempt on their warlord, and having to kill them twice helps a lot with that.
10 man is not min sized as is 8, also AC's are better general tools then stubbers, and i say that as someone that runs R&H with lots of stubbers..
Also comparatively, the CSM win out against cultists because CSM do get traits whilest non DG cultists don't have any on top of Bolter discipline, it's really a question if you value 15 pts difference and access to better equipment.
Which is perfectly debatable really.
An alternative take would be:
Spoiler:
Battalion, Alpha legion.
Dark Apostle, 2 Dark disciples, ilusion prayer, Cult leader
Lord discordant. OR DP with wings talon and warpbolter. We are alpahrius, clandestine.
30 Cultists 3 stubbers.
10 cultists Stubber.
10 cultists Stubber.
10 cultists Stubber.
that way you'd max out on models alot more, and have a better survivability overall and also an increased damage out put. not to mention the Lord discordant or DP with wings, for or against that one between the Aura beeing a clear boon but potential damage output and toughness i'd say the DP would be the better overall idea .
A 5++ on so many cultists and a AP increase which affects about a6th
This message was edited 3 times. Last update was at 2020/05/01 10:18:15
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.
2020/05/01 10:49:25
Subject: Ride the Five Hundred - 500pt lists for all factions
The original poster doesn't say "cover all bases" do they? They say the list "should reflect the playstyle of the faction".
Now what "is" CSM's playstyle is open to question - but a 500 point list with a couple of characters, marines, cultists and something else is possible. All cultists feels a bit weird - but sure, why not?
I have this idea of an Ironhands vanguard,
Captain with power axe (take axe of medusa).
Apothecary
6 Aggressors
4 Aggressors
499 points.
Break out the CP for Chapter Master and Chief Apothecary with father of the future. Whole force can now reroll all shots and has a 5+++. Its a nightmare to charge, or end a turn within 18". Other space marine variants give different options - but I think a 5+++ is great.
It doesn't really reflect anything though. Its just obnoxious rules. And depending on LOS blocking terrain, probably still loses to Makari and 13 smasha guns.
0037/06/01 11:00:05
Subject: Ride the Five Hundred - 500pt lists for all factions
Tyel wrote: The original poster doesn't say "cover all bases" do they? They say the list "should reflect the playstyle of the faction".
Now what "is" CSM's playstyle is open to question - but a 500 point list with a couple of characters, marines, cultists and something else is possible. All cultists feels a bit weird - but sure, why not?
Well i mean considering that all lists sofar have stacked buffs of various kinds with auras and that is the baseline all are valid.
However it really simplifies the end result and how you achieve which sub-archetype is kinda important for CSM. Also Troop slots for CSM are regardless of build unless you run RC or AL cultists spam, literally not important excet for the CP they generate.
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.