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Shas'O
![]() ![]() ![]() ![]() ![]() ![]() Join Date: Jan 2007
Location: Central Ohio
Posts: 7,663
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Okay, so I got my butt handed to me tonight. I faced off against Daemons (Khorne, mainly, but some Tzeentch & Nurgle too) and by turn 4 was almost tabled. This was in spite of trying to keep my force together and my opponent not getting the half of his army he wanted.
My main problems were his Khorne power weapons and my low model count. I simply couldn't dish out enough firepower to break his Daemon hordes and every time he charged me, I would lose an entire unit. This was easily the worst defeat I've ever had playing the game So I went back to the drawing board on my list and finally decided to listen to some of the advice given to me here before. I'm trying to keep the list somewhat according to my story line - but screw it with other things because it has to be competetive too. As always feedback is appreciated and I'll try to explain my choices below. [hr] Lord Aureus 160 points Counts as Fabius Bile. I've had my eye on Bile's character for some time for my lord. It fits the fluff nicely as Aureus experiments much like Bile does...albeit with microbes - but he still alters his troops. Bile is also FNP which was a major problem with my previous Lord loadout when running with Plague Marines. He will go with my command unit in the Land Raider. Araunah 225 points Counts as Typhus I've been running Araunah as Typhus for some time. I like it and, once again, it fits in the storyline of my list. Typhus is hardcore for any list - basically combining a sorceror + lord + plague marine all into one cuddly pussball. It suits Araunah who is a fallen Dark Angel. He will accompany Aureus in the Land Raider Araunah's Chosen 350 points 7 Terminators, 5 Champions with Twin Lightning Claws, 2 Terminators, Icon of Nurgle. This unit is pretty straightforward. They are tough, fluffy, and pack a mean punch. I really considered going unmarked or with 8 and a mark of Khorne, but I felt that might be a little to power-gamey and decided to stick with the storyline. Possessed of Nurgle 125 points 5 Possessed. This is a new unit for me. I have the models and figured that it would be decent and fairly fluffy as Aureus's failures (or successes). They are pretty potent and can easily be mixed in with my other units to gain cover saves if they don't get to Flank March. Plague Marines 191 points 7 Plague Marines, Champion with Power Sword. I dropped the plasma spamming here and decided to stick them with the HQ selections. Plasma is good, but with FNP these guys were better suited to accompany Aureus and Araunah and my Nurgle number got me perfect with the capacity of the Land Raider! 2 Chaos Marines 210 points 10 Chaos Marines, Champion with Power Weapon, Enhanced Warriors. Initially, I was running this unit with Plasma & Lascannon. But I decided that it was probably cooler to use Enhanced Warriors and try to get them into close combat. Any way you cut it, I'll end up with a unit of S5+ Fearless troops. So I kept them light on wargear and relatively cheap. They end up being about 250 points cheaper than the 3 units of Plague Marines they are replacing and I think they'll be a little more effective in combat. Obliterator Cult of Morax 75 points. Obliterator. Nothing special here. This guy has saved my life on several occassions and always makes at least a nice target to distract my opponent from something more important. Land Raider 220 points Land Raider. Deliberately cheap, this is my main means to get my command section of Aureus, Araunah and the Plague Marines up close and personal quickly. It also adds a lot of much needed firepower to the list. Daemons 130 points 10 Daemons. These are mainly to fill out numbers and tie down enemy units quickly. Their ability to deep strike and assault will come in handy if I can get both them and my command section to the same place at the same time. Greater Daemon 100 points Greater Daemon After several incarnations, this guy is back where he started - a Greater Daemon. It's simply the best role for him. There are no fewer than 4 units in the army that he can pop up in...all of them close combat tooled. So with the new cohesiveness of the force, he should end up being much more potent. [hr] So that's it. The strategy is simple - Land Raider rush and pop smoke or rush and disembark. Hope for the Daemons, Oblit, Termies, and Greater Daemon on turn 2 or so and drop them with the command unit to form a strong "bubble". Then bring the Chaos Marines up on the flanks and get into assaults early on. It's a very simple strategy and not very flashy but it should be decent. I realize that I lack numbers and anti-tank. Firstly, this list has 10 more infantry and one more monsterous creature than it did before. That's a decent improvement as it basically increases my wounds by about 25%. Secondly, tanks have not been a problem for this list in the past. With the Land Raider, Obliterator and Greater Daemon, I should be able to take down most medium / low armor lists. Against Skimmer or tank spamming armies I will probably have a problem. But that's not really an army that I commonly see here. Any comments or feedback are welcome. Thanks, Em |
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#2 (permalink) | ||
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Shas'El
![]() ![]() ![]() ![]() ![]() Join Date: Mar 2007
Location: Where I am, California, US
Posts: 2,828
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Your army list will work nicely for you, I can tell. It is very balanced in terms of anti-tank and inti-infantry; however, it seems to be lacking IMO in Anti-marine weaponry in terms of range. A group of assault veterans on the top of a bottleneck could devestate your force with several Plasma Pistols.
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