So a different group of friends got inspired by the last mini-tournament I suppose, and we're going for another one. :)
This time I think we'll be 6 people playing, with some variety in armies. I'll bring my Chaos Marines this time, and I'll be up against Blood Angels, Dark Eldar, Space Wolves, Orks and Imperial Guard. I did make this list long before I knew who'd be coming though, so hopefully my list is good enough to take on all comers.
On to the list!
HQ
Chaos Lord - Mark of Nurgle, Blight Grenades, Power Weapon (Axe), Sigil of Corruption, Melta bombs, Veterans of the Long War
Warpsmith - Mark of Nurgle, Aura of Dark Glory, Veterans of the Long War
Troops
10 Cultists
10 Cultists
9 Chaos Space Marines - Meltagun
+Rhino
10 Chaos Space Marines - 2 Plasma guns
9 Plague Marines - 2 Plasma guns
+Rhino
Elites
6 Chosen - Mark of Nurgle, 5 Melta guns, Veterans of the Long War, Power Weapon (Axe), Melta bombs
+Rhino - Dirge Caster
Fast Attack
5 Chaos Bikers - Mark of Nurgle, 2 Melta guns, Melta bombs
Heavy Support
5 Havocs - 4 Autocannons
2 Obliterators - Mark of Nurgle, Veterans of the Long War
2 Obliterators - Mark of Nurgle, Veterans of the Long War
1847p
So a quite shooty list this time. With 5 Scoring units I hope to be fine in any objective based game, with the Cultists being on the backfield (starting in reserve), Plasma CSM in the middle, and the other two squads in Rhinos possibly being aggressive or staying in the midfield, whatever seems best. The Lord will join the melta-CSM squad as well, giving them the option to assault stuff.
The Chosen will be accompanied by the Warpsmith, adding yet another Meltagun in that squad, as well as flamer for some protection against being charged. He can also help with repairing the Rhino should it get stuck along the way... the plan with them is of course to drive towards the biggest, baddest thing they can find - jump out, blow it up. The turn after they can either charge something (with 2A base, and two Power Axes in the squad they'll probably do well against most stuff) and then be supported by the Dirge Caster on the Rhino, or jump back into the Rhino to go blow something else up.
The same plan for the Bikers basically. Might be that I simply run them up alongside each other to present more threats at once forcing the opponent to be disciplined with his shooting.
That leaves the Havocs and Obliterators, and their role is pretty obvious. The only thing there is I might keep one of the Obliterator squads in reserve to cause trouble behind enemy lines. Really depends on what I'm up against. I don't think Deep Striking behind enemy lines will do terribly much against Orks for example. And Dark Eldar might be a gamble with their fast ships flying around... Might really help against IG and Space Marines though.
This time I think we'll be 6 people playing, with some variety in armies. I'll bring my Chaos Marines this time, and I'll be up against Blood Angels, Dark Eldar, Space Wolves, Orks and Imperial Guard. I did make this list long before I knew who'd be coming though, so hopefully my list is good enough to take on all comers.
On to the list!
HQ
Chaos Lord - Mark of Nurgle, Blight Grenades, Power Weapon (Axe), Sigil of Corruption, Melta bombs, Veterans of the Long War
Warpsmith - Mark of Nurgle, Aura of Dark Glory, Veterans of the Long War
Troops
10 Cultists
10 Cultists
9 Chaos Space Marines - Meltagun
+Rhino
10 Chaos Space Marines - 2 Plasma guns
9 Plague Marines - 2 Plasma guns
+Rhino
Elites
6 Chosen - Mark of Nurgle, 5 Melta guns, Veterans of the Long War, Power Weapon (Axe), Melta bombs
+Rhino - Dirge Caster
Fast Attack
5 Chaos Bikers - Mark of Nurgle, 2 Melta guns, Melta bombs
Heavy Support
5 Havocs - 4 Autocannons
2 Obliterators - Mark of Nurgle, Veterans of the Long War
2 Obliterators - Mark of Nurgle, Veterans of the Long War
1847p
So a quite shooty list this time. With 5 Scoring units I hope to be fine in any objective based game, with the Cultists being on the backfield (starting in reserve), Plasma CSM in the middle, and the other two squads in Rhinos possibly being aggressive or staying in the midfield, whatever seems best. The Lord will join the melta-CSM squad as well, giving them the option to assault stuff.
The Chosen will be accompanied by the Warpsmith, adding yet another Meltagun in that squad, as well as flamer for some protection against being charged. He can also help with repairing the Rhino should it get stuck along the way... the plan with them is of course to drive towards the biggest, baddest thing they can find - jump out, blow it up. The turn after they can either charge something (with 2A base, and two Power Axes in the squad they'll probably do well against most stuff) and then be supported by the Dirge Caster on the Rhino, or jump back into the Rhino to go blow something else up.
The same plan for the Bikers basically. Might be that I simply run them up alongside each other to present more threats at once forcing the opponent to be disciplined with his shooting.
That leaves the Havocs and Obliterators, and their role is pretty obvious. The only thing there is I might keep one of the Obliterator squads in reserve to cause trouble behind enemy lines. Really depends on what I'm up against. I don't think Deep Striking behind enemy lines will do terribly much against Orks for example. And Dark Eldar might be a gamble with their fast ships flying around... Might really help against IG and Space Marines though.
My Warlord of the Day! |
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