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I'm working on an escalation league army, so it's a pretty new army to me. I'm picking up the models as I go, and trying to get a decent "All comers" list out of it. For sanity's sake, I'm also including a wide variety of models to assemble and paint without needing overly many of any one type (especially with metal models). I lost a lot of interest in my Witch Hunters after painting the same sister pose for the umpteenth time, so I'm looking to avoid that here :wacko: Some units I picked to a large degree because I absolutely love the models, and I marked them with a * by the model name..
Ruthkar, Commander of the Fists of Ragnarok
*Chaos Lord Daemon Prince
+CCW x 2
Neflhiem Sycthe squad
Possessed x 8
+MoCU, w/ Icon
Gresh'nar and his commrades from the Fires of Muspell
Obliterator x 3
Siren's Scream close support squad
CSM x 6
+MoS, w/ Icon
+Sonic Blaster x 5
Bikers of the Red Wind squadron
Biker x 3
+Meltagun x 2
+MoCU, w/ Icon
Horror x 6
+Flamer x 4
Salnesha and her Death's Caress
Daemonette x 9
Crimson Torrent squad
Bloodletters x 7
A small squad from the Fires of Muspell
CSM x 5
+MoCU, w/ Icon
Drocan and a squad of his Neflhiem
CSM x 8 (Bolt Pistols)
+Meltagun x 2
+MoCU, w/ Icon
Nidhogg, the Destroyer
1st Draednought of the Fists, designation: Fenris
Total Points: 2000
Models: 56 (Marines: 33, Daemons: 22, MCs: 1)
Units: 12 (5 Icons for summoning)
This probably looks like a rather odd army :yes: But I like doing things a little different. Each unit should have one or two well-defined roles, but the army as a whole should mesh them together to make a very flexible force. The concept of the army is that of a small elite force that has made a series of daemon pacts over the millenia to bolster it's numbers, with a bit of Nordic flavor to the army (still polishing up the fluff). While it won't beat out a specialist army at anything, it should be capable enough for assault, shooting, tank-busting, etc. My biggest worry is probably for holding table quarters when required, as each unit is relatively small, and several don't count as scoring.
Once I've got this core army I can add on more units to do more specialized configurations and generally play around. Thoughts and Suggestions?
Last edited by Xardian; January 4th, 2006 at 20:08.
Well, you certainly have alot of units. The army looks fairly well equipped to handle tanks and the likes, but you are extremely weak against c.c. oriented armies like bugs. Your daemon hordes simply are not large enough to compensate for the bug's higher initiative. You will lose them without ever having a counter attack. Your second weakness is against shooty armies. In a 2000 point game (I'm going to be saying this alot) you may very well lose every one of your potential c.c. squads that can summon daemons into c.c. on the first turn. If this happens then you will be at a severe handicap and will probably lose the game. Your army requires quick daemon summoning, no later than the third turn. If you can't summon daemaons into c.c., then you have lost the majority of your strike power.
One more thing: Where are your daemon icons? I'm going to make some assumptions and say they are on most of your assaulting units.Good cheap prince. Having two c.c. weapons usually makes me ask, "why you did not give him something better." But in your case, he's cheap, especially considering the amount of upgrades he has. Since this is one of the models you really like, I won't tell you to change him, except to say that in a 2000 point game this guy will undoubtedly be the second primary target of every lascannon on the board (after your defiler, of course. People hate seeing a defiler on the other side of the board).Originally Posted by XardianNice use of possessed. Have you thought about giving them a mark? Like MoS or MoN? I'd stay away from MoK, because of the uncertainty principle behind them. At any rate, the unit works just fine as it is.Originally Posted by Xardianalways nice...nothing wrong here.Originally Posted by XardianOk, not bad at all. I would drop infiltrate for two reasons: 1- you are already spending quite a few points on each model. Try and keep them as cheap as possible. 2- The squad has a range of 30" from turn one, if you include their movement. In a 2000 point army, they should be able to hit something with this range without the aid of infiltrate.Originally Posted by Xardian
This being said, the best thing about having infiltrate on this squad is that it gives you another option for summoning daemons.Mounted girls are usually not worth their points. I'd like to see a regular squad of daemonettes in their place. The only reason to keep the mounted version is to get into c.c. a round earlier; but as I see it, you should be able to get a regular daemonette unit into c.c. by round 2 from you infilrating 8 man marine squad, which begs the question of why you are taking mounted daemonettes. Also, in a 2000 point game, your girls will probably assault termis or something really expensive. You want a cheap option for daemons that will hit hard, then die without much point loss. Regular daemonettes provide this sort of support.Originally Posted by XardianIn a 2000 point game, if your opponent want's to destroy your 3 memeber bike squad, there's not much you can do about it. I would think that this squad would go down in the first round, because it is just so small. However, this being said, you might get away with it, because your opponent has other things to consider, like your prince, the defiler, the rhino filled with gift-bearing possessed, and the dread. The fact that there is only 3 bikes might deter your opponent away from them. Honestly, though, if I were to look at your army build, I would probably try and take your bikes out first, followed by any other squad that is close to me, because they function as daemon portals. Since your army has tons of daemons I would want to keep anything that could summon them away from my side. Again, in a 2000 point build, it's very possible for a shooty army to take out both your infiltrating squads and your bike squad by the first round, and still have guns left to shoot at your defiler.Originally Posted by XardianKeep a couple of these daemons as regular horros for casualties.Originally Posted by Xardianyep, looks good.Originally Posted by Xardiana fine squad.Originally Posted by Xardianvery nice.Originally Posted by XardianThe squad has bolt pistols, right? Take one more melta gun. In a 2000 point game, you really want to make sure when you fire at a tank that the tank goes down.Originally Posted by XardianGood, but you should consider giving the defiler indirect fire. Again, I can't emphasize enough how, in a 2000 point game, your opponent can pretty much take out what he wants. This pup will have every lascannon itching to fire. While indirect fire does not guarantee the defiler's survival (especially in a 2000 point game, where opponents will have enough ranged weapons to cover most of the terrain with lascannon fire), indirect fire will definitely give the defiler a fighting chance.Originally Posted by XardianFirst rule of a chaos dread configuration: Never take away its c.c. option. Once again, referring to the point value of this army, your opponent will take advantage of the fact that the dread has no dread c.c. weapon, and soar in w/ a jump pack squad equipped witha power fist, or something like this. He's fine without the missile launcher. I would give him daemonic possession to help him stay alive.Originally Posted by Xardian
Thanks for the feedback Let me see if I can add some clarification: (edited list in first post)
Every marked unit except for the Prince has an icon, because well, they're free. So that means: Possessed, Noise Marines, Lascannon squad, assault squad, and bikers.
Prince: Yup, he's a fire-magnet. Looks mean, and can hurt in CC if he makes it. But mainly there to draw fire from the other units. I dropped Visage off him and added Essence. So unless I'm the unlucky recepient of a Demolisher cannon, Rail gun, or other Str 10 weapon, he'll soak a little more fire before going down. Plus I had just enough points hanging around after the other modifications to the list and not many good places to stick them.
Possessed squad: Yes it has a Mark of Chaos Undivided Keeps them cheaper, reroll morale, and can be a focus for any of the daemon squads. Undoubtedly the most durable of my summoning options. Pretty happy with these guys, plus I have a bunch of possessed parts left over from building my other CSM squads already
Noise Marines: You may be right about dropping Infiltrate. The two main reasons for it are 1) easier positioning for summoning, and 2) easier to place them where they can either do the most damage, or survive long enough to do suffecient damage. So not sure if I really want to drop that or not yet.
Mounted Daemonettes: This one was included because I like the models, and it can surprise an enemy. You are correct that it's probably not needed. Dropped it to add a few more models each to the foot-girls and the bloodletters, another Horror, and some other goodies.
Bikers: Yup, they're small, fragile, and fairly cheap (for bikers). I left them small mainly counting on the enemy focusing on the more obvious threats, coupled with Turbo-boosting and trying to stay out of sight of the nastier guns. Plus if they pop a single armored vehicle, they've basically recoupped thier points. If someone does target them, that's less guns shooting at everything else is about all I can say.
Horrors: Modified for some cannon fodder.
Assault-style CSM squad: Yes, my appologies, I forgot to mention that. They are all armed with pistols. Added the second Melta
Defiler: Added the Indirect Fire, and a searchlight (had a lost lonely little left-over point)
Dreadnought: Advice on crazy armored angry vending machine taken to heart. Modified. Now comes with neat claw thing that will never quite grab hold of that stuffed animal your niece is crying for. And a possessing daemon, because no one wanted to clean out the dreadnought's biological waste units.
Last edited by Xardian; January 4th, 2006 at 20:13.