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Hello to all in Libarium Online! I am a former tournament 40k and fantasy player and I was hoping to get back into the game having left it for 6 years (I still refer to Tau as â€śthat new armyâ€?). A lot has changed since I was gone with the addition of Tau, a real necron list, 4th edition, and demonhunters. I am thinking of building a â€śproâ€? 1500 chaos list based on some neat conversion ideas I have. However, I wanted to run my list by the community here to see if I would be competitive.
147 Lord w/demonic mutation, dark blade, demonic strength, combat drugs, mark of slaanesh, frag grenades, bolt pistol (HQ is under 10%)
373 9 Possessed w/talons, mark of slaanesh including champ w/ demonic visage, talons, demonic mutation, + rhino w/smoke launcher+extra armor (Elite is under 25%)
118 Dreadnought plasma cannon w/smoke launcher
180 6 Havocs 3 autocannons tank hunter infiltrate (both heavy under 25%)
204 8 Marines w/2 plasma guns infiltrate frags champ (w/demonic visage, demonic mutation, and powerfist)
328 10 Marines w/ 2 plasma pistols, mark of slaanesh, frag grenades +champ (w/demonic visage, demonic strength, and power sword) +rhino w/smoke launcher +extra armor
150 10 Demonettes (all troops over 40%)
1500 (No â€śbeardy violationsâ€? :w00t: )
Questions: I want to use all SOB models for this army. Would this violate WYSIWYG rules? Conversions will be where appropriate but I donâ€™t want to go to a GT and be told to go home because it is not kosher.
Plasma pistols on the assault squad would seem good for them to take tanks considering they have no krak grenades and overall the army is a touch light in anti-armor. Nice to keep ap 2 and high strength in this unit with out hurting the close combat ability but, flamers on this unit also seem appropriate. Thoughts?
Frag grenades on the plasma infiltrators?
As my possessed canâ€™t take frag grenades and will be lead by the lord it makes sense to use allure of slaanesh to pull enemies out of cover, but I want the combat drugs for hitting str 8 on a high int model. I think drugs for now but I am not sure.
Dreadnought need more upgrades? I mostly plan to use him to draw fire from the rhinos or to be ignored totally then use as a counter charge or heavy infantry hunter. In both circumstances it seems like a waste to put more points into him but again I can see a purpose to him having extra armor, mutated hull, or parasitic possession.
Thanks for all your help!!!!
If you were to give the Lord Infiltration and Daemonic Speed, you'd have the standard Slaaneshi Lord. As he is now, he's far too slow. Fourth turn charge against a static army, which is a serious waste of his talents. For the extra 30 point investment, he'll be in CC on turn one and will start making his points make from the start of the game, and puts immediate pressure upon your opponent.Originally Posted by studentochaos
Drop Mutation in favour of Spiky Bits. Practically the same thing, but cheaper and doesn't count against your Gifts limit.Not great. Possessed with Talons are fair, but you have access to much better alternatives, such as Daemonettes. They're cheaper, sport the same number of attacks, and are mostly immune to enemy shooting due to summoning. Also, the Rhino is a death trap. They don't work like they used to in your time. No more assaulting out of them, and they're insanely easy to blow up leaving your squad pinned (technically it's "entangled") and unable to fight back.Originally Posted by studentochaos
I suggest dropping this squad. I assume you'll be using it as a retinue for the Lord, but I consider that to be a poor choice of tactics.I personally dislike Dreads, but I can see how it fits into your theme. I'll leave it alone. I do suggest giving it Daemonic Possession, however. Very good upgrade for the cost. Extra Armour at the very least.Originally Posted by studentochaosYeah, that's pretty good. If you can find the points, upgrade them to eight men and 4x Autocannons. They'll be one of your favourite, most valuable units.Originally Posted by studentochaosYou have a CC squad, but weapons that prevent them from assaulting. Drop the Plasmaguns in favour of Meltas. Otherwise, spot on.Originally Posted by studentochaosDrop the Plasma Pistols in favour of Meltaguns. They're superior in nearly all respects. Look into replacing the Rhino with Infiltration.Originally Posted by studentochaosThat's pretty good.Originally Posted by studentochaosIt could be seen as a "Counts As" army, which most tournament organizers accept. If you simply used regular SoB models, then no - you'd be told to go home. But if you converted the models to look Chaotic, then I don't see many people having any issues.Originally Posted by studentochaosMeltas are always superior to Plasma Pistols. You might lose the +1 attack, but that's on a regular model with no "power" capability, and in return you gain the 2d6 + always penetrate rules against tanks and higher strength that can be used to instant kill T4 models.Originally Posted by studentochaosUnneeded, IMO. Typically the Champion is the one that does all the killing, and since he has a Powerfist, not much point. But they're cheap, so meh.Originally Posted by studentochaos
I know I bash on Rhinos, but I see how they fit your SoB theme. You may find that they fit better than an all infiltrating army, like most Chaos armies seem to be.
I do suggest taking some Oblits, though. 3x Obilts in a 1500 point game will always be worth the points you pay for them. No other army can boast such a versatile unit.