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Made in us
Incorporating Wet-Blending





Houston, TX

Haven't seen many lists with the EC, so I thought I would post one I have been considering:

Chaos Lord- Infiltrate, Dark Blade, DSpeed, Mutation, Strength, Drugs, Frags, Icon, Spiky Bitz
Retinue- 5 infiltrate Chosen Asp Champs 4w/DSpeed+Talons, 1 with Speed, Strength, Mutation, Spiky Bitz and Power Weapon+BP

6 Noise Marines w/AC and 5 Sonic Blasters w/Rhino Extra Armor/Smoke

6 Infiltrating Havocs 3 Blastmasters

6 Furious Charge Bikers, frags AC w/D Strength, Bitz, PW+BP

4x6 Daemonettes

The idea is that the Lord (who can get s8 w Drugs to instakill t4 characters, oblits, etc.) and killy retinue infiltrate to charge 1st turn (if appropriate, of course), the bikers zoom up the field, Havocs infiltrate to snip vehicles or conduct other long range shooting, the noise marines generally ride to a good spot or other wise lay down quantity of fire (since they can fire 2 shots per blaster at 24') and use the Rhino to provide cover. Every squad gets a free icon and 4 packs of daemonettes with +1 to the roll means pretty good availibility.

Of course, there is some fragility in the lis (low body count) but I have not seen that to be much of an issue once you start spewing daemonettes..... 500 points in the Lord and retinue makes me slightly nervous even if they tend to buzzsaw through just about everything....(Warp Scream is so useful!)

-James
 
   
Made in us
Battlewagon Driver with Charged Engine




Murfreesboro, TN

Pray for good terrain and good summoning rolls.

As a rule of thumb, the designers do not hide "easter eggs" in the rules. If clever reading is required to unlock some sort of hidden option, then it is most likely the result of wishful thinking.

But there's no sense crying over every mistake;
You just keep on trying till you run out of cake.

Member of the "No Retreat for Calgar" Club 
   
Made in us
Fresh-Faced New User





I would just have the lord join an infiltrating squad of Marines instaed of a tooled up retinue. If your opponent is smart, he will put his guns in sight of them as soon as they eat the squad they assault, and every causualty will sting. For every other squad on the table, get a champ with a powerfist and you're set.

I am the Hammer.
I am the Hate.
I am the Woes of Daemonkind.
From frenzy, temptation, corruption and deceit, deliver me, my Emperor,That the enemy might face in us Your Wrath.
Fear the Grey Knights, Daemon. 
   
Made in us
Longtime Dakkanaut





Whorelando, FL

I play EC, and from where I sit a retinue is just too many points. You are better served with more guns. Most armies will be able to see what the game is and out deploy this and cut your units down piecemeal. Also, what do you plan to do in missions with no infiltrate? In Escalation? The biggest strength EC have is the ability to take 3 actions a turn without penalty to shooting range, assault, etc. Use that advantage. EC shooting is hideous if used properly. This list has very little. My suggestions are:

Drop the Combat drugs and take furious charge instead. He no longer infiltrates, but still can make strength 8 on the charge. Hide him amongst your other units and he should be safe from shooting until he is ready to strike. Combat drugs are nice, but why risk wounding your character? Plus you cannot carry other close combat weapons if you take talons, so drop those as well. talons make no sense anyways since he is S7 or 8 depending on whether he charges or not. Wounding isn't a problem. Also drop the frags in favor of a doom siren. They work better.

Your squad in the rhino should be equipped with a blastmaster. Give them tank hunters. This will make their guns eat light AV vehicles and give more punch to your blastmaster when needed. Definitely grab a free AC for the unit. LD 10 will help with target priority. With one rhino in your army consider a mutated hull. It will be such a target, so make it more difficult to crack. By upgrading it you now eliminated the #1 killer of light AV vehicles....heavybolters. So now if someone wants to take a shot they need something higher in strength.

Drop Infiltrate on your havocs and take tankhunters. Taking anything else is foolish. EC have trouble busting armor so having Str9 against tanks stationary and Str 6 on the move is helpful as hell. This squad pounds skimmers into junk with Tank Hunters. I'd also add another blastmaster to the squad and max them out. That will give you 8 shots with that squad on the move that pin. Also take the free AC and give him a sonic blaster. Again the LD 10 for target priority rolls is key.

For your bikers, drop furious charge and take skilled riders instead. This will allow you to pick your route better since sometimes going through difficult terrain can be to your advantage. Also it makes this unit deadly against units in cover since their reliance on being protected is negated. If you can afford it take a doom siren on the AC.

With the extra points from dropping the chosen you can pick up another squad of 6 Noise marines and possibly a predator annihilator. More scoring units and more shooting is better. Plus the predator will help to assist the havoc on tank busting duty and also help against terminators and TMCs. The other noise marine squad is there to assist with crowd control. Give everyone that can take one a sonic blaster and always take the one blastmaster you are allowed. Hope that helps!

Capt K

   
Made in us
Longtime Dakkanaut





Whorelando, FL

@ Twisted Darkness: As an EC player I disagree with taking PF in all units. Mutation, Strength, and Powerweapon on the ACs is far better and takes advantage of the EC's warp scream.

Capt K

   
Made in us
Incorporating Wet-Blending





Houston, TX

Yeah, forgot to list the free asp champs and the Lord has Darkblade/BP (only the part of the retinue has talons). I am concerned that a 6 man CC squad w/lord is too slow, hence the Infiltrate and Speed. But your points are well taken. Here is my old list which follows most of your suggestions. Do you think it is a better composed list?

Chaos Lord- Furious Charge, D. Flight, Strength, Mutation, Dark Blade/BP, Doom Siren, Icon, Spiky Bitz, Aura

6 Noise Marines- Furious Charge, BP/CCW frags, ACw/Strength, Mutation, PW/BP Doom Siren

6 Noise Marines- Tank Hunter 3xSonic Blaster, 1 Blastmaster, 1 Plasma AC w/Sonic Blaster
->Rhino w/Smoke/Armor

6 Havocs- Tank Hunter 3x Blastmaster, AC

6 Bikers- Skilled Riders AC-PW/BP Strength, Mutation, Doom Siren

3x6 Daemonettes


Only a net of +2 models.

Mutated hull would be nice, but makes the rhino 80 pts, and to squeeze out 30 more points, I would need to drop something. At 1500, I really can't squeeze a pred in there, unless I drop the bikers, which can get me 2 preds. But my preds seem to die pretty quickly thanks to the proliferation of Obliterators, las/plas squads, and the like. Digging 3+ save models shelling wth S8 blasts or 3 bolter shots a piece out of cover seems to be much more difficult!

If it helps, the overwhelming majority of armies I face are MEQ (mostly marines, some of the Chaos variety). Specifically, I have been running into Ultras, Wolves, Templars, Thousand Sons, Night Lords, and Iron Warriors pretty regularly. I occassionally run into an ork player (no problems so far) and there are some lurking Tyranids and Guard players. Haven't fought Eldar/DE in a long while.


-James
 
   
Made in us
Longtime Dakkanaut





Whorelando, FL

Yeah I like the second list better. Looks a lot like my list. 1500pts is rather difficult for EC as it is such an in between amount of points. I'd drop the close combat squad and replace them with a shooty squad. At 1500pts, you have enough choppy with 3 squads of b*tches and your lord. Or at the very leats give them infiltrate so if it comes up in a mission you can get some push back. At 1850pts. you have it a little easier to get some more toys. My only concern is the lack of low AP weapons in your force, but with EC that is always a problem.

Capt K

   
 
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