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Made in us
Spawn of Chaos




Texas

With all the news that Games Workshop is attempted to level the playing field and try to fix broken units (and crappy weapons), I decided to put together a list of units that should work together but are currently mediocre to terrible (in some cases, simply over costed). The idea is to still be tactical, strategic, and fluffy but lean more heavily on units and weapons that should work but don't. I want to try playing this list under both 7 ed and 8th edition, to see how much has been "fixed". In order to allow for translation between editions I want to stick to a CAD and use no relics or artifacts.

Army theme: Word Bearers that are particularly devoted to Khorne

HQs:
Dark Apostle with MoK, Power Maul, and Bolt Pistol - 115 pts
Chaos Lord with Plasma pistol, power sword, and sigil of corruption - 120 pts

Troops:
CSM (9) - 1 heavy bolter, 8 w/ bolters, Icon of vengeance
Asp. Champion - Plasma Pistol and Power Sword
205 points

Possessed (5) - MoK, in a rhino with Dirge Caster
185 points

Elites:
Chosen (4) - MoK, 1 w/ 2 lightning claws, 1 w/ power axe, in a rhino w/ dozer blades, dirge caster, and havoc launcher
Asp. Champ - MoK, power fist
227 pts.

Helbrute - multi-melta and power fist
100 points

Mutilators (2) - MoK (no, obviously I don't own any - does anyone actually own them?)
150 pts.

Fast Attack:
5 Warp Talons - MoK
180 pts.

Heavy Support:
Havocs (4) - 4 heavy bolters
Asp. Champ. - bolt gun
115 pts.

Fortification:
Imperial Bunker w. Quad Gun and Escape Hatch:
130 pts.

Total - 1497 pts.

Tactics: Put havocs in the bunker (shooting out windows) with Chaos Lord on top manning the quad gun (WS 6). Move CSM to mid range and shoot from cover; take objectives. Rush DA w/ chosen in rhino + possessed in rhino forward on opposite flanks, then assault. Keep Helbrute in the backfield or to tie up low strength, large units, that cannot damage him. Move Warp Talons to capture objectives and focus on Armor 3 targets. Mutilators held in reserve and brought in when needed (to die before they get anywhere near their target). Obviously, unless I play against Tyranids or Orcs, I am going to have a really tough time.

Any suggestions for different units to try out? I'm not trying to make strategically bad decisions, just utilize inefficient units to see how different the edition change makes.


   
Made in us
Spawn of Chaos




Texas

In case anyone ever stumbles onto this post, I ended up playing against an experienced Dark Eldar player who tried to run sub par units as well. If I recall, they included Talos + a Cronos, Wracks, and several Grotesques (I'm not super familiar with DE unit),

The heavy bolters from the havocs in the bunker did very little work, the possessed and mutilators got mauled by the Talos, and most of the heavy weapons on the Chosen were wiped out before I got to swing (my fault for putting the I1 guys up front).

All in all, I conceded at the bottom of turn 4, but we had a great time. We will replay the game once 8th ed comes out and see how it goes.
   
 
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