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Made in us
Grisly Ghost Ark Driver





NC

I was just thinking, Could this list work in 5th?

HQ
Demon Prince, Wings, Mok
Demon Prince, Wings, Mok
Greater Demon

Troops

10 khorne Berzerkers, With a champ with PW, melta bombs
10 khorne Berzerkers, With a champ with PW, melta bombs
9 khorne Berzerkers, With a champ with PW, melta bombs


Fast attack
15 raptors with champ w/ PF. Icon of Khorne
15 raptors with champ w/ PF. Icon of Khorne

Total is 1849

I know that there is NO anti tank, but that is alot of running units. Do you think this could work? or is it just going to get shot up? Please let me know what you think.

Falcon Punch!


 
   
Made in us
Fixture of Dakka






.................................... Searching for Iscandar

Shot, shot, and shot again.

DP's by heavy weapons, raptors by lighter weapons.

Zerkers whenever it's convenient, since if they run they cannot get into combat that turn.

The GD will tickle someone, but without flying I'm not sure if that's you or your opponent laughing...

   
Made in us
Preacher of the Emperor




Boston, MA

This list could be viable on a board with incredibly complex (read: (censored)loads of) terrain. But on an average board, your opponent will pick the list apart piecemeal through a combination of shooting and selective assaults. Even with run, Zerkers on foot are not mobile.

Take care,
Mike K.

(Edited for poor grammar)

This message was edited 1 time. Last update was at 2008/05/26 06:16:40


 
   
Made in us
Perfect Shot Black Templar Predator Pilot





Greenville

I don't know if there are enough bodies. Granted, the 20 Raptors and 2 Demon Princes would be nasty to go up against, I know that against my Guard you would connect, eat a couple of squads in Assault, and then vaporize as I brought all my weapons to bear on you.

Depending on how the "Run!" rule is worded, Lesser Demons could be interesting for this list. If they can't Assault on the Deep Strike (I don't remember whether or not they can), then using Run! to engage (not assault) enemy units could be fun.

Of course, if LDs can Assault on the Deep Srike (summoning), then nevermind.

Change out the DPs to Mark of Tzeentch with Warptime, BoC, Wings. Fly and shoot 2 Str8 AP1 shots a turn. That will draw fire off your other stuff, and they'll stick around longer with a 4+ Invulnerable. They can be used as anti-tank too if you like.

I think it'll do its best against other CC armies, like BT or Orks. Not against SAFH lists like Drop IG, XV-heavy Tau or the like.

CK

"War is an ugly thing, but not the ugliest of things. The decayed and degraded state of moral and patriotic feeling, which thinks that nothing is worth war, is much worse. The person, who has nothing for which he is willing to fight, nothing which is more important than his own personal safety, is a miserable creature who has no chance of being free unless made and kept so by the exertions of better men than himself."
-- John Stuart Mill

Black Templars (8000), Imperial Guard (3000), Sanguinary Host (2000), Tau Empire (1850), Bloodaxes (3000) 
   
Made in us
Grisly Ghost Ark Driver





NC

I see what you are saying. Thanks for the CONSTRUCTIVE criticism. Lesser demons can assault on the deep strike. If I took some of them, could it work to maybe use them simply to make my opponent not shoot for a turn or two?

they are cheap, and I seriously doubt the thirty raptor delivery system will die in turn one, if there is ANY cover on the board.

Falcon Punch!


 
   
Made in au
Crazed Spirit of the Defiler






In 5th ed, since you can't consolidate or massacre from one combat to another, taking large units of H2h guys won't be that crash hot - if you wipe out the enemy, you are stuck, and are going to get really badly shot up.

A thought may be to either go for really large units to multiple charge so that you remain in combat (1 option, quite useful) but that isn't always possible. If you have smaller, more mobile units, you can get into H2H against more units, and stay locked in.

The other issue I see with this army is that the Zerkers aren't mobile, they aren't exceptionally tough, and if they get whittled down by firepower, they aren't that effective against anything other than guardsman or boys. Maybe get some transports for them? Or swap them out for some vanilla units with AT firepower?


 
   
Made in us
Preacher of the Emperor




Boston, MA

they are cheap, and I seriously doubt the thirty raptor delivery system will die in turn one, if there is ANY cover on the board.


They don't have to die in one turn. The problem with the Army as it is currently structured is that you will have to hit your opponent in widely seperated waves. The enemy will be able to reduce and destroy the Raptors/DPs in the first half of the game, and then shift his focus onto the Zerkers. The Zerkers only move an average of 9.5 inches a turn, even with run. On a standard 4x6 tournament board, your opponent has enough depth to get two turns of shooting against the Raptors and DPs before you assault, and then will have another turn to finish their destruction before your Zerkers really enter threat range depending on the terrain placement (I'm assuming the terrain equally interdicts your opponents fire and the Zerkers movement). I would either drop some Raptors and add Rhinos to the Zerker squads, or I would consider dropping the Greater Daemon for either more Zerkers or Rhinos. I think if you are going to go with the footslogging theme, you would be better served with more Zerkers on foot and smaller Raptor squads that use their speed in turn 3 or 4 to engage enemy shooting threats on your opponents flanks in conjunction with your Zerker's assault on his main line.

Hope that is more constructive for you.

Take care,
Mike K.
   
Made in us
Spawn of Chaos




also, don't forget that the raptors are not immune to psychology, so they do have the potential to get driven away for at least a turn.

I don't know if MoK is worth it on a DP, honestly. If they got furious charge with it, maybe. but +1 A when you could have warptime isn't a fair trade.

to make those zerkers really get to work, I think the Chaos sandwhich is your best bet -- 2 DPs, 1 large raptor squad, oblits in the backfield. The first few turns your opponent deals with the DP and raptors. when the frontline is gone/hurt, you still have the oblits to deal with and zerkers almost near, if not at, their lines for assault.


what the mind consumes, it becomes: the omnivangelist...blog on games and game design

Just released: Rollopa! Dice wars meets Advance Wars meets Dynasty Warriors...on the tabletop

 
   
Made in us
Grisly Ghost Ark Driver





NC

@ Panzer leader, I understand what you are saying and you are right about the zerkers not being fast enough. I will figure something out. Thank you for your comments.

@gamefiend, Warptime on a basic prince does seem like a good bet. I might go with that. As for the Chaos sandwich, this idea had never occurred to me. I will give this a shot. I am going to play a bunch of games this weekend and I will get to try it out. Thank you for your comments.

Falcon Punch!


 
   
Made in us
Wrack Sufferer





Bat Country

I'm going to echo some people here for emphasis. Give the DPs Warptime, not mark of Khorne. It is infinitely better. I played a MoK DP and it was shot out and sliced up pretty quick. But when it had warptime it was taking out entire units with the best of them. Same goes for the oblits aswell. Run atleast 2 squads of 2. They will more than make up for your lack of shooting. Drop the greater demon. He isn't going to be very effective.

Once upon a time, I told myself it's better to be smart than lucky. Every day, the world proves me wrong a little more. 
   
 
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