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		<title><![CDATA[Latest posts for the thread "CSM nurgle spawn Deathstar (CS + codex) 1850pts"]]></title>
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		<description><![CDATA[Latest messages posted in the thread "CSM nurgle spawn Deathstar (CS + codex) 1850pts"]]></description>
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				<title>CSM nurgle spawn Deathstar (CS + codex) 1850pts</title>
				<description><![CDATA[ So with the release of the new crimson slaughter codex supplement, the obvious benefits to chaos players is our characters can finally have 2+ save without purchasing terminator armour, well at least one can. We also have access to divination , for a smallish cost. So I was thinking put these pieces of war gear on nurgle sorcerers. So here is my list:<br /> <br />  Crimson slaughter primary detatchment:<br /> <br /> Chaos sorcerer with force weapon, <span class="glossaryitem" onmouseover='gp(328);'>ML</span> 3, spell familiar, sigil of corruption, mark of nurgle and 2+ armour save and <span class="glossaryitem" onmouseover='gp(681);'>IWND</span> on a bike.<br /> <br /> Chaos sorcerer with force weapon, <span class="glossaryitem" onmouseover='gp(328);'>ML</span> 3, spell familiar, sigil of corruption, mark of nurgle, blight grenades and divination powers on a bike.<br /> <br /> 10 cultists.<br /> <br /> 10 cultists.<br /> <br /> 5 spawn with mark of nurgle.<br /> <br /> Heldrake with hades autocannon.<br /> <br /> Heldrake with baleflamer.<br /> <br />  Maulerfiend with magma cutters.<br /> <br /> Maulerfiend with magma cutters.<br /> <br /> Maulerfiend with magma cutters.<br /> <br /> Chaos space marines allies detatchment:<br /> <br /> Chaos sorcerer with force weapon, the black mace, <span class="glossaryitem" onmouseover='gp(328);'>ML</span> 3, spell familiar, sigil of corruption and mark of nurgle on a bike.<br /> <br /> 10 cultists.<br /> <br /> 4 spawn with mark of nurgle.<br /> <br /> <br /> So the tactics for the list are that all 3 sorcerers start in the 5-man spawn unit, both non- divination sorcerers roll on biomancy hoping for iron arm, or endurance to put on the whole unit, for divination powers hoping for misfortune, precognition and/or scrier's gaze and prescience. The 2+ sorcerer will be in front to tank wounds and look out sit if necessary. Both heldrakes and all 3 cultist squads are reserved, maybe deploy 1 cultist squad if I need an objective claimed further up the board. If the starting squad of spawn get killed then all 3 characters jump into the other squad of spawn. All 3 maulerfiends, small spawn squad and spawn deathstar move up turn 1 and apply pressure from the start, maulerfiends have priority when deciding which units are in cover or out of <span class="glossaryitem" onmouseover='gp(85);'>LOS</span>. Hopefully on turn 2 heldrakes arrive and we start charging in. Obviously in big guns and the scouring I'll have even more scoring.<br /> <br /> So what do you think, has the crimson slaughter supplement improved the spawn Deathstar? And also what do you think of the list, any improvements?<br /> <br /> Minimanj]]></description>
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				<pubDate><![CDATA[Sun, 23 Mar 2014 08:14:39]]> GMT</pubDate>
				<author><![CDATA[ Minimanj]]></author>
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