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  1. #1
    Confused Corgi Angron88's Avatar
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    2000 pts, my chapter-friendly

    Hey all, this is based on my own renegade chapter "Gods of Malice" (feel free to check it out in the fluff forum) and is essentially a chapter that turned from the Emporer, was possessed by demons and warped on a massive scale and bears a frightening number of Spawn and mutated Chosen.

    Some of you may remember my older pitch on roughly the same force, but now I will aparently be fighting WITH a 1000 point Tau gunline against 2000 points of Tyranids and 1000 of Ork Speed Freeks. I would prefer to be fighting alongside the Orks, but I guess that as long as I can protect the Tau from combat, their fire should help pick off Tyranid Synapse and Ork Vehicles.

    This aside, I am soon going to be in possession of a tide of Spawn, as I believe that in numbers (3 groups of 3) they pose several separate threats, and with so many, it all comes down to luck as to what happens (meaning long moments of contemplation, which my friends lack). That, and the new sets have so many bits, they fit perfectly into my theme of a chapter widely possessed by demons (chosen and Raptors, as well as on my 2 marines squads, it needs to be legal after all)

    As always, I tend to want to ramble on with background, so I'll just move onto the list itself.

    HQ- Lord, Jump Pack, pair of Lightning claws.

    Fast Attack- 7 Raptors, champion with pair of lightning claws, 2 melta guns

    Elites- 10 Chosen, Champion, powerfist, 4 power weapons

    Elites- 10 Chosen, Champion, powerfist, 4 flamers

    Elites- 10 Chosen, Champion, 5 plasma guns

    Troops- 5 Marines

    Troops- 5 Marines

    3 Spawn

    3 Spawn

    3 Spawn

    Heavy Support- Pedator, autocannon, lascannon sponsons

    Heavy Support- Pedator, autocannon, lascannon sponsons

    Heavy Support- Pedator, autocannon, heavy bolter sponsons, havoc launcher


    Basic strategy, the Raptors and Lord Rush ahead early on while the Spawn draw fire from the Infiltrating Chosen. Meanwhile, my firebase of Predators add to the barrage of the Tau while the Marines accompanying them prepare to intercept anything that the Preds or Tau can't take out. The Chosen can be deployed pretty much anywhere, the unit with plasma guns could possibly take down an ork transport or wipe out a brood of Warriors. The other two units are both kitted out for either heavy infantry (power weapons) or light troops (everything I will be facing; meaning a chance against synapse broods/Elite orks and a method against swarms of troops as they shamble to the Tau line.

    Okay, so not so basic, but you get the idea; keep the enemy from reaching the Tau, so that their superior ranged firepower can cause as much damage as possible.

    Last edited by Angron88; October 24th, 2007 at 21:41.
    Asking for suggestions without knowing what you're planning on doing is like asking a blind man what color shirt matches your eyes.

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  3. #2
    Member The Spoon's Avatar
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    The main problem I have with this list is the spawn. When ever I see them being used they get shot to pieces before they get into combat, because they have no armour save and when in combat the are out numbered and if they lose they start dieing due to being out numbered cos they arn't amazing in combat anyway.

    I would drop the spawn and bulk up your troops if it were me. A unit or 2 of beserkers would do a lot more good than the spawn.
    W/D/L
    Crimson Fists 0/0/0
    Dwarfs 0/0/0 (work in progress)
    Chaos Retired

  4. #3
    Confused Corgi Angron88's Avatar
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    I know that Spawn have gotten a lot of bad rep, but if you notice, so did many other units under third addition which ended up taking over many players armies.

    Long story short-The Spawn Stay!!
    Asking for suggestions without knowing what you're planning on doing is like asking a blind man what color shirt matches your eyes.

  5. #4
    Relive Revive Return Soul Reap's Avatar
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    First off, I checked out the fluff, just didn't say anything. Good Stuff there.

    Although I disagree with the spawn, they have their uses, mainly as distractions for your regular troops and tieing up squads, I think the list is quite strong and should fair well. Just hope that you play missions that include infiltrate.

  6. #5
    Confused Corgi Angron88's Avatar
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    Quote Originally Posted by Soul Reap View Post
    First off, I checked out the fluff, just didn't say anything. Good Stuff there.

    Although I disagree with the spawn, they have their uses, mainly as distractions for your regular troops and tieing up squads, I think the list is quite strong and should fair well. Just hope that you play missions that include infiltrate.
    Thank you very much for checking it out. I know that I am a novice when it comes to fluff, and I made a few small mistakes, but I think it has potential if I ever get time to work on it.

    Second... FINALLY, SOMEONE SEES THE TRUE POWERS OF THE SPAWN OF CHAOS!!!!!!!!!!!!!!

    Yeah, all my arguments come down to this, spawn are relatively cheap and will, for the most part, achieve nothing, but that slight chance you end up with a large number of 6's and are lucky enough to get a charge-that possibility will draw a hell of a lot of attention.
    Asking for suggestions without knowing what you're planning on doing is like asking a blind man what color shirt matches your eyes.

  7. #6
    Paintwater cup != tea mug catbarf's Avatar
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    Quite simply, spawn are too fragile to be efficient. This coupled with the random movement makes them unlikely to do anything useful. I'd recommend you drop the Spawn and use those points for bigger Marine squads.

    Spawn are good for drawing fire, but all it takes is a few Heavy Bolters to ruin your day. Marines, on the other hand, can soak up anything short of a Lascannon. This is good for you, because otherwise every single lascannon in the enemy army is going to be focused right on your light tanks, and every single plasma gun is going to BBQ the Chosen.

    The thing is, Spawn just really aren't that good as melee troops. Dedicated specialists can rip them up, and anything else will shoot the living hell out of them.

    By the way, Will, I'm getting the Guard Company. Can your spawn take down 180+ Guard?
    If you think Mathammer doesn't work and dice cannot be predicted, there's a whole field of mathematics called probability that would like to disagree.

  8. #7
    With Oden On Our Side... The Doctor's Avatar
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    Well Cat, he's not facing any Lascannons (unless the Orks have a looted Russ).

    I haven't really looked at the Spawn myself (just started, working on a 1000 point list), but I'm sure they have a use somewhere. With you being so sure of them, one would assume you found that use.

    Your list looks good. Don't know what type of Nids you're facing (Gaunt heavy or Big Bug heavy), but your Raptors will probably be outnumbered in combat, even after killing a dozen models. If I were you, I would have your Preds and the Tau Hammerheads focus on the Big Bugs (Zoanthorpes, Tyrants, Carnifexi...I think Warriors have Synapse). If I remember correctly, they are all Monsterous Creatures (I know the Fex and Lord are, other two not as sure), and thus can be picked out. Lascannons and Railguns should drop a Tyrant or Fex in one turn if they work together. Take out whatever is closest to the mass of Gaunts.

    I don't remember if the gaunt broods can have Synapse creatures in them anymore (I remember the one Nid player I fought a lot didn't have that the last few games we played, which was after the new codex...). Be sure to ask the Nid player before you start. Little Nids are fast, so stay mobile.

    As for the Orks, just shoot at them a lot. Take out the vehicles so they have to walk across the field (which equals many Orks saying "Blarg, i r ded". I don't have much experience against Orks, as the one guy around me with an Ork army also plays Necrons (almost exclusively now, since the Orks need a good updating).

    And remember, don't call the Ethereal 'Baldy'. It gets them blue :rofl
    Hahaha, Tau humor . . . :z
    Half Gods are worshiped with Wine and Flowers. Real Gods are worshiped in Blood.

    Blood for the Blood God! Beer for the Bronze Keg!

  9. #8
    Paintwater cup != tea mug catbarf's Avatar
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    Quote Originally Posted by The Doctor View Post
    Well Cat, he's not facing any Lascannons (unless the Orks have a looted Russ).

    I haven't really looked at the Spawn myself (just started, working on a 1000 point list), but I'm sure they have a use somewhere. With you being so sure of them, one would assume you found that use.

    Your list looks good. Don't know what type of Nids you're facing (Gaunt heavy or Big Bug heavy), but your Raptors will probably be outnumbered in combat, even after killing a dozen models. If I were you, I would have your Preds and the Tau Hammerheads focus on the Big Bugs (Zoanthorpes, Tyrants, Carnifexi...I think Warriors have Synapse). If I remember correctly, they are all Monsterous Creatures (I know the Fex and Lord are, other two not as sure), and thus can be picked out. Lascannons and Railguns should drop a Tyrant or Fex in one turn if they work together. Take out whatever is closest to the mass of Gaunts.

    I don't remember if the gaunt broods can have Synapse creatures in them anymore (I remember the one Nid player I fought a lot didn't have that the last few games we played, which was after the new codex...). Be sure to ask the Nid player before you start. Little Nids are fast, so stay mobile.

    As for the Orks, just shoot at them a lot. Take out the vehicles so they have to walk across the field (which equals many Orks saying "Blarg, i r ded". I don't have much experience against Orks, as the one guy around me with an Ork army also plays Necrons (almost exclusively now, since the Orks need a good updating).

    And remember, don't call the Ethereal 'Baldy'. It gets them blue :rofl
    Hahaha, Tau humor . . . :z
    The issue is that Spawn are rather fragile. With so many points sunk on big, expensive units, all it takes is a few big guns to ruin his day. And by the way, my 2000pt Guard list has 12 Lascannons.
    If you think Mathammer doesn't work and dice cannot be predicted, there's a whole field of mathematics called probability that would like to disagree.

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