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The following is the army I have sorted out so far for a game against nurgle daemons tomorrow:
CCom - 3 x Grenade Launchers - 65
Inquisitor + 2 x Mystic - 32
Veterans - 3 x Meltagun, Chimera - 155
Leman Russ Demolisher - Heavy Bolter Sponsons - 185
So that's 567 points of the 750 so far, do you guys think I'm off to a good start? I'm kinda limited on what I can add to that as the army is still pretty new. I have another two LRBTs, a devildog and all manner of heavy weapons teams. I also have many models for inquisitorial retinue and all but the vindicare if you think I should include an assassin (making the Inquisitor into a lord in the process, of course). The infantry platoon also still needs tooling up, but I usually go with autocannons on the squads and flamers on the command.
Over to you guys, how should I finish off this army? I'm most concerned about how I'll deal with a great unclean one or daemon prince (esp with wings) but I don't know what his army contains.
Take the grenade launchers out of your CCS, it might seem like a good idea to ut a bunch of them in there but in reality it isn't. Sure the CCS has a higher BS but without a chimera yhey won't last at all. Instead put 1 in your PCS and 1 in each infantry squad.
Now your 2 infantry squads are in desperate need of heavy weapons, for facing daemons I'd recomend the missile launcher. It can send out a blast when they land or do well by kraking the hell out of anything big and scary.
A banewolf should do well against nurgle, they'll be all bunched up for your flame templates, tou can move 12" and fire a heavy flamer and the chemical canon. It'll wound them on 2+, ignore their cover, and their save. It should kill 5/12 models hit ith the chem cannon and 3/12 with the heavy flamer. that shoulld be about 7 kills on a 10 man squad, enough that an infantry squad should be able to finish the job.
Make sure that on the first turn of the game your inquisitor jumps into the chimera, and that he, the chimera, and the demolisher are right by the centre of the battlefield.
IG Best Gen 1st overall of 10 DE 4th overall of 6
Eldar 3rd Overall/Best General of 26--2nd Overall/Best General of 7--1st Overall/Best General of 11
I know that a CCS without a chimera is normally quite a target, but given that he's going to have very limited ranged capability, surely they're safe as long as they keep their distance to avoid charges?
I'm going to say something I almost never say. The Grenade Launchers are fine. The reason is that against Nurgle DEAMONS, the invulnerable save makes AP irrelevant. Krak will wound on a what, 3+ against these guys? So for the Command Squad (BS4) 3xGrenades are better than 1xPlasma (Same points).
That being said, does he own a Soul Grinder? If not, Meltas are superflous. But the Grinder is the elephant in the room with Deamons.
Bring as many vehicle hulls as you can against these guys and never stop moving. I never use sponsons on Russes anymore since I always move at least one millimeter to ensure Melee squads only hit on a 4+.
Don't bring an assassin. The IQ you have there is what you need. If you really want to metagame, bring a Psycannon and the retinue guy that improves his BS to 4.
Devildog, HELL YEAH!
Your real problem is what to do for troops. I'm in the Cult of the Mech Veterans, but if you are taking a Platoon, then static squads should have autocannons (I think that math is better than heavy bolters against Nurgle). Mobile squads should ride in Chimeras. If you don't have enough Chims then footsloggers can take flamers or grenade launchers (Don't tell Lord Borak I said that).
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