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This is meant to be an all comers list that can handle a lot of things. I realzie there are only a few template weapons in this army so that may be a something to look at as a lot of people play orks and lots of templates help.
Mark of Slaanesh
Lash of Submission 155
Kharne the Betrayer 165
Elites - none
Plague Marines x 7
2 x Melta Gun
Plague Champion 224
Plague Marines x 7
2 x Melta Gun
Power Fist 249
Thousand Sons x 8
Bolt of Change 274
Khorne Bezerkers x 8
2 x Plasma Pistol
Power Fist 274
Fast Attack - none
2 x Obliterator 150
2 X Obliterator 150
The idea is that all troops are mobile and can fit in a rhino with Kharne along with them depending on the opponents deployment. The daemon prince can drag people out of cover to be mowed down by thousand sons due to dragon fire bolts of position for better assaults.
All squads have personal icons for the obliterators to home in on for taking care of individual threats. Everything in this list as Rabbit has mentioned is redundant, with focus on high toughness targets.
Again I know there is a lack of horde killing in the form of template weapons aside from the obliterators.
Each squad while redundant can act as a roadblock squad for certain threats. Thats where the lash gets used, put that pesky problem squad in charge range of the suqad best suited to counter it.
Thousand sons soak up power weapon/fist units
Zerkers handle large mobs
Plague marines handle mobs as well.
This was intended to be a flexible and reactive.
Nice, the only real problems I see are the plasma pistols, no powerfist on the second squad and a missing rhino. Plasma pistols are okay but if you overheat you could lose a powerfist, drop them to provide points for a rhino for the 1k sons. Also If you drop the personal icons and down grade bolt of change to Doombolt you can get another powerfist. Other than that very nice.
Thank you. I wanted to keep the bolt of change on sorcerer so they still had anti-vehicle as well. But your right, that is the concensus I've gotten as well on the plasma pistols for the zerkers, 3 is too many. I had to drop the power first from alpha squad so that I could squeeze in the 4th obliterator. I didn't want to have a 2 man squad and a single oblit, or a single 3 man oblit squad. I needed to have the 2, 2 man squads.
As far as a rhino goes for the thousand sons, do you think it would be worth giving up a single plague marine in alpha or beta to give them a rhino as well?
I don't want to give up the personal icons, those are there so that I can spot check an engagment that needs help without worry of my oblits getting screwed over by a bad scatter.
Last edited by Makoto001; February 16th, 2009 at 15:33. Reason: forgot something
i would traded 1 of the meltas on each of the normal squads and added a flamer (i do it in mine and it works perfectly well against orks and tyranids, even against space marines (in cover)). and the thing whit the Rhino for the 1k sons, i would definitly do it as it is best whit mobile units for objective games.
Hopes this helps