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The following is my first attempt at creating a competitive-ish army list.
2x Dreadnought w/ missiles & flamer - 210pts
2x [7xPlague marines w/ 2 plasmas, champ w/ powerfist & rhino] - 532pts
10x CSM w/ 2meltas, champ w/ powerfist & rhino - 255pts
Defiler (2x dccw) - 150pts
2x Oblits - 150pts
for a total of 1297.
With 553 points leftover I'd like to ask for advice regarding the choice of a proper HQ (keeping it demon- and bike-free). My first idea was Kharn running around with a bunch of zerkers to add some cc capability, other than that I'm at a loss here.
I was also thinking of adding a third elite choice of either 5x termis with 4 combiplasmas and a heavy flamer or perhaps some chosen... ahh the choices one has to make
All comments are welcome
Hello there. First, welcome to Librarium Online
It's a fine list so far. Kharn is a solid choice for an HQ. Here are a few other competitive options:
Chaos Sorcerer- 125
Options on this sorcerer configuration: Add Mark of Slaanesh. For 5 points, it's almost a given.
Note: A sorcerer with Warp Time is, point for point, as good if not better than a lord with either a daemon weapon or twin lightning claws. Against special characters and enemy HQs, his force weapon is invaluable. He'll ride with your plague marines.
Chaos Lord- 130
*Undivided Daemon Weapon
Chaos Sorcerer- 125
*Mark of Slaanesh
*Lash of Submission
Note: The lash sorcerer is probably the most competitive option for your list. He'll ensure your marines get the charge, or else he can control enemy swarms and delay the charge.
Currently, you have a very solid amount of c.c., so the zerkers aren't absolutely necessary. Have you considered taking a third oblit? Alternatively, if you ended up going with the zerkers, then how about this idea: First, your zerk squad-
8x zerks (champ with power weapon, rhino): 238
Second, drop the heavy flamer from your dreads. This would free up 10 points. Then, you'd have enough for taking a third dread.
Spambot kill tally. . .337
defiler has a deamon in it, cant use it
The unit of termis you mentioned seems like it could be a good idea. The heavy flamer/plasma guns makes their close range powerful, combined with the assault power of 5 terminators is defientely nothing to be scoffed at, even with no CC upgrades, so charging after a round of rapidfire plasma would be a good optionst high armour save enemies (AP2 Plasma guns then no armour save power wepons) like other termies,