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Chaos Lord: D. stregnth and mutation, manreaper, MoN, terminator armor, nurgle's rot, 134 pts.
(hopefully going to turn out to be CC beast 11 possible attacks= ouch)
Plague Marine squad x3
6 plague marines
Aspiring Champ. (free, sacred number)
169 pts X3
total points: 641
Please let me know what you think is a good next expansion for this army
Last edited by kellster1; October 5th, 2005 at 01:35.
i like ur list. ur lord dude is fine but i don't think giving him a mutation is necessary.
manreaper itself can give alot of extra attacks. besides, u also get 1 extra attack from terminator armor too so... spend that 15pts for essence, give your lord 1 more wound.
my revised lord
D essence, D stregnth, termie armour, manreaper, MoN daemonic fire, nurgles rot
Take of daemonic fire from your lord. Consider using infiltrate if at all possible. Also, I'd substitute plasma guns for one of your squads to help you with the swarm rushes.
I never use a Nurgle Lord, he gets way too expensive, especially in 650pts, stick to a Lieutenant with d. strenght, manreaper and and termie armour (thats what I use for 1700pts).
As for expansions, a group of 6 termies for you Lord/Lieutenant would be good and you need a some ranged weapons, a dreadnought or a predator could fix that.
I'd also include some plaguebearers, as all of your units have icons already, infiltrate for all your footslugging units would go down nicely too.
A havoc squad with either 4 meltas or 4 plasmaguns, mounted in a rhino is a nasty little trick, I highly recommend it.
Not sure about a havoc squad w/ 4 melta-guns. This is overkill. Try 4 plasma guns, which will tear through troops and light vehicles. Use a troop squad w/ 2 melta guns to take out vehicles.
I agree with Boyd. A Havoc squad with four Plasmas will help immensly against power armour armies.
Another option is to take a Predator with AC/LC combo, and swap the Melta Guns on a squad or two for Plasmas.
I don't feel you need the frags on the Plague Marines. Defeats the purpose of True Grit. Same with the Combi-Bolter.
why do frags defeat the purpose of true grit? I 10 against enemies in cover is important too me. The combi-bolter is a good point tho
True Grit is a defensive ability. Because of the Bolters, you'll not be able to charge after firing into the enemy. Because you can't Rapid Fire and charge in the same turn, True Grit actually punishes you for charging. Which means you're going to want to Rapid Fire, then absorb the enemy charge, something that Plague Marines do quite well with their high toughness.Originally Posted by kellster1