Tuesday, October 30, 2012

12 Days Of Chaos Part 11: Our List Ideas

On the eleventh day of Chaos my true God's gifted to me
Eleven Cult Sacrificing
Ten Zombies Moaning, Nine Daemons Possessing, Eight Marines Screaming, Seven Skulls Exploding, Six Slayers Slaying, Five Strange Things, Four Chaos Lords, Three Tyrants, Two Chaos Marks and Daemonic Immortality

Lantz: Now we come to where the staff has taken what they've learned, tossed ideas around in their head for a bit and see what comes out. For me things will be Slaanesh-based as that's the army I'll be playing; pure Slaanesh. Not exactly competitive, but our gaming group has a Khorne Daemons player, a Tzeentch CSM player and a Nurgle CSM player. So while I'm fitting a fluff-niche in my group, the overall sluttiness, ear-piercing music and alcohol abusing ways of the Slaanesh really appeal to me...for some reason. So, first up is me! My list after the jump.
150 - Chaos Lord (LC, PF, Mark of Slaanesh (MoS), Gift of Mutation (GoM), Steed)
175 - Sorcerer (Termie, MoS, GoM, Spell Familiar, Psyker L3)
  50 - Cultist x10
249 - Noise Marine x10 (Blast Master, 8x Sonic Blaster, GoM, Melta Bombs)
264 - Noise Marine x10 (Blast Master, 8x Sonic Blaster, GoM, Melta Bombs, PW)
165 - Chaos Spawn x5 (MoS)
165 - Chaos Spawn x5 (MoS)
141 -  Havoc x7 (Autocannon x4)
141 -  Havoc x7 (Autocannon x4)
Total = 1,500pts

My gaming group typically plays around 1,500pts, so this was my attempt at a balanced list. The idea is the Lord hangs with the Spawn; soaking up shots for them as they trudge up the board. The Lord needs to keep up with the Spawn, so he gets a steed. The shooty-based Noise Marines get into position mid-field (one unit with a Power Weapon and the other hanging out with the Sorcerer.) The Sorcerer attempts to get the Symphony of Pain psychic power for the Noise Marines groups with Sonic Blasters and then moves to either Biomancy or Telepathy depending on the enemy. Havocs shoot at anything that tries to disrupt the Cultist squad that have gone-to-ground on or near a point(s) and is also there for light tank/flyer popping. The extra 2 guys in the Havoc squads is for wound-soaking. The weak points will be Flyers (which my area doesn't have an extreme amount of) and high-AV armies as I need to get close to deal with those things.

Drkmorals: Well there are a ton of ways to go with this book, I think you might as well start with something fluffy before we have to boil the book down to optimal and start mixing cult marks and such in the army.

Ahrimon
10 Thousand Sons
10 Thousand Sons
20 Cultists MoT
5 Spawns MoN
Vindicator Demon Possession
5 Havocs 4 Autocannon
5 Havocs 4 Autocannon

Necron Allies
Lord with  weave
5 Warriors with flying ship
5 Warriors with flying ship

1850

I don't think this is optimal by any means but a good starting point for something fluffy to test the waters with. Can't pass up the chance to play the Space tomb Kings with the Egypt themed evil marines. You get to outflank units if need be, you can roll on the pyro chart to try for that 4++ save which will give your 20 cultists a 3++ save if you need them to live longer. Don't care about the cultist you can get debuff powers to support your army. Plenty of units to give your Vindy a cover save. You can trade out units depending on how testing goes, like a second Vindy, or a sky shield for a more reliable 3++ save.
HOTpanda: I cringe at the very though of him touching me. The hairs on my neck stand on end as his decayed fingers caress my delicate skin.  The very thought of what he has in store for my fate curls my intestines into knots.  Yet deep down inside a part of me longs for his noxious scent.  Hypnotized by the pulsating boils that festing on his skin I am forever devoted to the Father of Decay.  As such I am forced to show you how he plays with my Chaos Space Marines:

230 - Typhus
223 - Plague Marines x 7: Plasma Gun x 2 & Powerfist
223 - Plague Marines x 7: Plasma Gun x 2 & Powerfist
130 - Zombies x 30
130 - Zombies x 30
227 - Bikers x 7: Mark of Nurgle & Plasma Gun x 2 & Melta-Bomb
170 - Heldrake: Baleflamer
170 - Heldrake: Baleflamer
076 - Obliterator x 1: Mark of Nurgle
076 - Obliterator x 1: Mark of Nurgle
130 - Havocs x 5: Mark of Nurgle & Autocannon x 4

110 - Epidemius
105 - Plague Bearers x 7
Total = 2000

Five Troop choices gives Nurgle plenty to play with.  Despite not being able to touch the Heldrakes and the Zombies I feel confident that those infected by him will keep Epidemius busy keeping score.  The Plague Bearers give me the ability to deep strike one troop choice down table where they can steal an objective or just be a general distraction.  With a plethora of tough hitting units that have a resilience to being fondle and abused I feel that this Nurgle based list will give my opponents plenty to deal with.

The eleventh hour is upon us.  The age of man is about to set and the birth of darkness will be unleashed onto the imperium.  The days were long and bountiful in their harvest but no more.  Instead we will see plagues infecting our neighbours.  Blood spilling forth from mountains of skulls. Hedonistic cults engaging in vulgar sacrifices.  While abominations of man mutate before your eyes.  All in the eleventh hour of Chaos.

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