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Discussion Starter #1
Greetings fellow worshippers of the Chaos gods,

First off I should explain what I mean by semi competitive. I do not plan to attend at any tournaments with this list (yet), but I don't want to lose straight away against strong lists.
And yes, this list is kind of cheesy, but our codex isn't in a great shape right now, so we either need to use cheese or other allied codexes.
Here is an army list for 1000 points I would like to share.

Be'lakor (warlord) 350

10 Cultists 50
10 Cultists 50

Helldrake, flamethrower 170

6 Bikers, mark of Slaanesh,
Icon of excess, 2 melta guns,
veterans of the long war,
and the champion has melta
bombs, power fist and
lightning claws 248

Maulerfiend 125


Total : 993 (I did not find ANY way to spend those last 7 points without removing something, if you do please let me know)

The strategy goes like that : Be'lakor will almost always be in the airs, casting invisibility and/or giving shrouded to my bikers and/or the maulerfiend.
Depending on the opponent these two power units will be more or less useful, so Be'lakor adapts and protects the key unit.
Helldrake is here tu burn the souls out of the campers that are too numerous to be dealt with my bikers.
Cultists are here for : 1) having 2 troops and 2) securing objetcives. I am aware that they might get blown up very quickly and WILL run away, but if my opponent spends firepower on them and even if that gives him first blood, honestly, I'm fine with that, since that increases the chances of my other units making it to close combat.

So I would like to hear your feedback, questions, and comments about this list.
And if you don't know Be'lakor, look him up because he's an incredible badass and my list is played around him.
Since I'm not sure if I can post links, just google "Be'lakor rules" and look up the images.
Thanks for reading!
Epic Chaos Banana
 

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Personally I'd suggest dropping the maulerfiend for some obliterators. They'll give you some punch in terms of firepower and let you adap to what needs to be targeted. leave the assaulting to the bikers.

I'd suggest dropping the melta bomb from the sargeant as it's kind of redundant being that he's wielding a power fist. Honestly what is he going to come up against that he'll use the bomb over his fist? I'm assuming as well that that is a singular claw and not a pair of claws...
 

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Discussion Starter #3
Personally I'd suggest dropping the maulerfiend for some obliterators. They'll give you some punch in terms of firepower and let you adap to what needs to be targeted. leave the assaulting to the bikers.

I'd suggest dropping the melta bomb from the sargeant as it's kind of redundant being that he's wielding a power fist. Honestly what is he going to come up against that he'll use the bomb over his fist? I'm assuming as well that that is a singular claw and not a pair of claws...
I don't like obliterators that much, but I should consider them. I just included the melta bombs because I had nothing else to spend the points on. but maybe a gift of mutation would be better?
Regarding the claws, no they are not doubled, but since he wields two specialist weapons, he still gets the extra attack (the rule of specialist doesn't require the 2 weapons to be the same, just to be both specialist weapons).
 

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Obliterators are a good solid choice for any CSM army. They can punch holes in troops or armour...

points saved plus those left over 7 points must buy something :p even if it is just a couple of cultists!

A gift of mutation would definitely be a hell of a lot more useful than the melta bomb :p especially if gets extra strength as he'll then be rocking strength 10 powerfist!

Just checking. :p
 

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Discussion Starter #5
Alright let's say I add them. 2 of them would cost 140, so i would need to drop the maulerfiend, melta bomb and VotLW to afford them.
Would you advise deep striking them? What I don't like about that is that this unit and the Helldrake won't be there on deployment, meaning I don't have much on the frist turn.
But to be fair they would make a REALLY good invisibility target.
 

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You don't need to Deep Strike them, they have sufficiently long-ranged weapons to be deployed on the board and then because of Relentless they can reposition a bit if need be. Deep Striking means you're wasting at least one turn of not shooting, and Obliterators should NOT be in melee combat, they suck and should remain shooting the whole game if possible.

Another tip would be to deploy them in two units of one Obliterator each. That way if you destroy your target with your first shot (ie, the first lascannon blows up a Rhino) then you can use the second to hit something else, or if the first fails you can still hit the target with the second shot any way.
 

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I second that advice. If only taking two run them separately and start them on the board. You can pretty much whack them in a piece of terrain and leave them there. They have no need to close being able to pick such a slew of weaponry. If the enemy moves towards you. Back off a bit with them.
 

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I love Obliterators. They are the small bright unit in amongst a bunch of dull units. I loved them so much I bought more and now run two units of 3 on occasion. In groups of 2 or more, I give them VotLW and a mark; usually Tzeentch or Nurgle. Both have their merits. Singly they only need a mark of your choice. I agree they should start on the board in most cases. However I have seen them deep strike in to the back ranks of the enemy to cause havoc.
 
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