Reecius posted this really good article recently: http://www.frontlinegaming.org/2014/10/16/tyranids-tactics-the-trapdoor-spider/
While it is a Tyranid article I find it is still applicable to daemons. The general tactics for a trapdoor spider list is to wait and lure your opponent near to your lair, then beat the ever-living shit out of them and drag the rest of the corpse into your lair. The tyranid version consists of lots of 2+ cover, something a nurgle daemon can do easily. So this is my version of a trapdoor spider list:
daemon prince of nurgle
wings
armour
x2 greater rewards
mastery 3
daemon prince of nurgle
wings
armour
greater reward
mastery 3
daemon prince of nurgle
wings
armour
greater reward
mastery 3
x4:
herald of nurgle
mastery 2
x4:
x10 plague bearers
Aegis defense line
1755
Heralds roll on Malefic daemonology and try to get cursed earth and summoning. Princes roll once on Malefic (twice if you get cursed earth) and twice on biomancy. The plan is to get summoning on everything (princes summoning is very effective due to their speed). The Aegis creates your lair, and anything behind it will have a 2+ cover straight off the bat. 17 mastery levels will let you cast what you want when you want. What you do is sit back with everything (including the princes, they are your counter sucker punch) and summon plague bearers just outside your lair (like spinning a web) to lure your opponent toward you. When they get close enough, jump out with the princes to kill the close stuff then run back into your lair. Keep doing this until near the end of the game then jump your prince(s) out to the opponents board edge to get linebreaker. I have found this list to be incredibly effective. The daemon princes give you long reach and lightning fast response. I aim to summon a unit a turn, so you should have about 60 extra plague bearers through the game, which can be used as midfield objective grabbers, meat shields, and support.
Until then,
Cheers.
Friday, 17 October 2014
Tuesday, 15 July 2014
Making a zombie army work in 7th edition - Chaos Space Marine tactica
Right, zombies. Hmm. Definitly looks like a fun army to play, bringing around 200+ models to the board in 1750/2000 points shambling up the board as i remove handful amounts of them a turn. The only problem is effectivness. dont get me wrong, im not a tournement player, and i dont play to win... much. I want me and my opponent to have as much fun as possible, but i still want my army to be effective and good to use. So lets have a look at making zombies effective.
With a zombie army you want to bring as many bodies as possible and drown the enemy in it. Try to outnumber even their bullets. A list bringing as many zombies as possible looks something like this:
Typhus
x9:
x35 zombies
Huron blackhart
1740
Thats 317 models. Wow. Huron is there to bring the second combined arms detachment, and to be your warlord to infiltrate d3 units up the board (you will only be able to get them 18'' away from enemy units as hiding 35 models from sight is going to be very difficult). This will help the zombies get up the board as a smart player will just sit back and shoot for the 4 turns it takes for them to shamble up there (3 turns if they infiltrated 18'' away). You could drop huron for a naked chaos lord and bring an extra 22 zombies if you wanted. The problem with a zombie list is that its slow, and if your opponent is disiplined he will keep moving backward while shooting as you will never catch up unless you succeed in a charge (he should be keeping at least 18'' away though). On the other hand, if you manage to corner him near the end of the game, you MAY have enough models left to devour their brains, or at least tarpit them for the rest of the game. Another strength of the zombie army is a huge amount of objective secured (OS) meaning if you can cross the board, you can jump on objectives and try to steal as many away as possible.
Here is another list i though of trying to help zombies get across the board and be able to deal with tanks (which they cant, other then swarming around it any trying to trap it):
Typhus
x9:
x34 zombies
x3:
Chaos lord
terminator armour
chain fist
mark of nurgle (not very useful, maybe worth dropping)
blight grenades
2000
The lords sit in front and tank as many hits as possible, and throw off S10 and AP2/1 hits with look out sir, and when they finally hit the front line they can decimate tanks and un-tarpit the unit they are in. Hmmm, what if we got huron in there to aid getting across the board with his warlord trait. A third combined arms detachment we need!:
Typhus
x3:
Chaos lord
terminator armour
chain fist
huron
x7:
x31 zombies
x2:
x33 zombies
2000
This list allows 1-3 units to basically get a free movement with infiltrate, and 4 units to have a 2+ save in front tanking wounds. You've also got 284 models. Not bad. You can deal with tanks, and hopefully get up the board with enough models left to swamp the enemy. Definitly looks fun to use, although moving 200+ models each turn may take a while, and hurt my back. Oh well. Before i invest hundred of pounds and hours into this list though i will test it out with proxies. I won't be able to do that for about 3 weeks as soon i am preparing a 40,000 point battle with my brother and dad - more on that soon!
Until then
Cheers.
With a zombie army you want to bring as many bodies as possible and drown the enemy in it. Try to outnumber even their bullets. A list bringing as many zombies as possible looks something like this:
Typhus
x9:
x35 zombies
Huron blackhart
1740
Thats 317 models. Wow. Huron is there to bring the second combined arms detachment, and to be your warlord to infiltrate d3 units up the board (you will only be able to get them 18'' away from enemy units as hiding 35 models from sight is going to be very difficult). This will help the zombies get up the board as a smart player will just sit back and shoot for the 4 turns it takes for them to shamble up there (3 turns if they infiltrated 18'' away). You could drop huron for a naked chaos lord and bring an extra 22 zombies if you wanted. The problem with a zombie list is that its slow, and if your opponent is disiplined he will keep moving backward while shooting as you will never catch up unless you succeed in a charge (he should be keeping at least 18'' away though). On the other hand, if you manage to corner him near the end of the game, you MAY have enough models left to devour their brains, or at least tarpit them for the rest of the game. Another strength of the zombie army is a huge amount of objective secured (OS) meaning if you can cross the board, you can jump on objectives and try to steal as many away as possible.
Here is another list i though of trying to help zombies get across the board and be able to deal with tanks (which they cant, other then swarming around it any trying to trap it):
Typhus
x9:
x34 zombies
x3:
Chaos lord
terminator armour
chain fist
mark of nurgle (not very useful, maybe worth dropping)
blight grenades
2000
The lords sit in front and tank as many hits as possible, and throw off S10 and AP2/1 hits with look out sir, and when they finally hit the front line they can decimate tanks and un-tarpit the unit they are in. Hmmm, what if we got huron in there to aid getting across the board with his warlord trait. A third combined arms detachment we need!:
Typhus
x3:
Chaos lord
terminator armour
chain fist
huron
x7:
x31 zombies
x2:
x33 zombies
2000
This list allows 1-3 units to basically get a free movement with infiltrate, and 4 units to have a 2+ save in front tanking wounds. You've also got 284 models. Not bad. You can deal with tanks, and hopefully get up the board with enough models left to swamp the enemy. Definitly looks fun to use, although moving 200+ models each turn may take a while, and hurt my back. Oh well. Before i invest hundred of pounds and hours into this list though i will test it out with proxies. I won't be able to do that for about 3 weeks as soon i am preparing a 40,000 point battle with my brother and dad - more on that soon!
Until then
Cheers.
Monday, 30 June 2014
Note 2
I have updated the X vs Y Blight drone VS Storm talon post to 7th ed now so check it out.
Cheers.
Until then
Cheers.
Until then
Sunday, 29 June 2014
Note
I have updated my X VS Y Nurgle soul grinder VS plague hulk to 7th edition so you should check it out.
Until then
Until then
Daemons scratch built Portal Glyph
This is my portalglyph. It is made of plasticard. I made it using this template:
This is from here http://synaps3.blogspot.co.uk/2014/01/building-portalglyph.html and you should check it out cause his one is good too.
To make it just get some plasticard, cut out the template, and start slashing to create a worn effect. The battleworn look on it is fantastic and leads to some nice shading later on during the painting process. Actually making this wasn't too hard, just be careful of your fingers. The nice thing about this portalglyph is it is undivided, meaning any daemon army alligned to any god can use it, although i sneaked in a nurgle symbol in there to show my true alliegence.
I painted it using a chaos black basecoat, followed by a mechanicus standard grey drybrush, nuln oil wash, another mechanicus standard grey drybrush (lighter then the last), then finally a light dawnstone drybrush.
In general game use as every chaos daemon player will tell you it is FANTASTIC. Get one.
Cheers.
Until then
This is from here http://synaps3.blogspot.co.uk/2014/01/building-portalglyph.html and you should check it out cause his one is good too.
To make it just get some plasticard, cut out the template, and start slashing to create a worn effect. The battleworn look on it is fantastic and leads to some nice shading later on during the painting process. Actually making this wasn't too hard, just be careful of your fingers. The nice thing about this portalglyph is it is undivided, meaning any daemon army alligned to any god can use it, although i sneaked in a nurgle symbol in there to show my true alliegence.
I painted it using a chaos black basecoat, followed by a mechanicus standard grey drybrush, nuln oil wash, another mechanicus standard grey drybrush (lighter then the last), then finally a light dawnstone drybrush.
In general game use as every chaos daemon player will tell you it is FANTASTIC. Get one.
Cheers.
Until then
Saturday, 28 June 2014
Awesome just got one up'd
Check this out:
https://www.youtube.com/watch?v=jNT8LQnImiI
Wow. This is pure awesome and can't wait to play it. Also, there is this:
https://www.eternalcrusade.com/
You've probs already seen this, but its a 40k MMO. It looks awsome, and you can now throw money at them! Will be playing this as well. Also this:
https://www.kickstarter.com/projects/jeremyglen/creature-caster-first-wave
The pledge manager for this is coming up soon so you can get another chance to get the miniatures. This guy is incredibly talented and i will definitly be getting a Maggot demon to use as Scaebithrax (the Daemon lord of Nurgle).
So yup, cheers for reading. I will be posting a scrathbuild portal glyph i did soon, so stay tuned for that.
Until then.
https://www.youtube.com/watch?v=jNT8LQnImiI
Wow. This is pure awesome and can't wait to play it. Also, there is this:
https://www.eternalcrusade.com/
You've probs already seen this, but its a 40k MMO. It looks awsome, and you can now throw money at them! Will be playing this as well. Also this:
https://www.kickstarter.com/projects/jeremyglen/creature-caster-first-wave
The pledge manager for this is coming up soon so you can get another chance to get the miniatures. This guy is incredibly talented and i will definitly be getting a Maggot demon to use as Scaebithrax (the Daemon lord of Nurgle).
So yup, cheers for reading. I will be posting a scrathbuild portal glyph i did soon, so stay tuned for that.
Until then.
Friday, 27 June 2014
No daemon prince nurgle daemon army 1750
While daemon princes are my favourite unit in the game, it is sometimes nice to use something different, like a list with no flying things at all. This is where this super awesome list i came up with and have tested out comes in. Analysis of list after i actually show you it:
Herald of nurgle - Warlord
Locus of Fecundity
Mastery 2
Exalted reward - portal glyph
x3:
Herald of nurgle
Locus of Fecundity
Mastery 2
x3:
x10 plague bearers
icon of chaos
instrument
x20 plague bearers
plague banner
x2:
x3 plague drones
icon of chaos
plague ridden
x2:
Nurgle soul grinder
baleful torrent
Aegis defence line
comms relay
Everything rolls on Malefic daemonology, you hope to get cursed earth and try to swap some powers with summoning. Deploy the big blob of plague bearers (which man the aegis), the drones, the aegis (obviously) and one of the heralds (preferably the warlord). Everything else is in deepstrike, with one herald for each bearer squad. Your whole army will have a 2+ cover. first turn if it is behind the aegis (which it should be).
Move the drones up but keep them hidden. Throw down the portal glyph and use the herald to try and cast the summoning or something like that, you might as well. Then turn 2, you have a 8/9 chance of each unit coming from reserve due to the comms relay, and the plague bearers have instruments to further ensure the grinders come on. Deepstrike everything behind the enemy or in front (just where ever there is space, you need alot) using either the drones icon or risk a plague bearer squad and scatter. Deep stike everything close together (at least within 12'' of one or more heralds) using icons to safetly land and cast cursed earth with one of your deepstriking heralds (put alot of warp charge into this as it is important, and to minimise chance of denial from your opponent). This makes your grinders and plague bearers incredibly hard to kill (4+ invun + FNP? Yes please). You then procced to cast whatever you see fit and whatever you need. The grinders use their baleful torrent to mess with stuff.
Turn 3 you charge all the stuff you deepstrike and fuck everything (especially with the soul grinders).
From using this list i have found it works, and is incredibly fun. Your going to need a lot of plague bearers (50 starting off, then more to summon) but it is worth it.
In the game i was playing i used possesion to summon 2 great unclean ones in the course of the game (mainly because i wanted to have fun and fully test Malefic powers) which was useful if one part of the battlefield needed help. The problem with doing this though is you lose overall warp charge (herald = 2 charge, Great unclean one = 1 charge).
The fun of this list is its intial passiveness, which turns to fully blown aggression turn 2 onward, which can take your opponent of guard.
From the games i have played of 7th, i have found it to be incredibly fun. I would even dare to say it is the best edition yet.
Also thank you all!! I now have my first follower and first comment on my blog, plus almost 4000 views!! I will do my best to post every now and then and keep content on this blog good. Thank you all again.
ONE MORE THING I PROMISE! I am working on painting my soul grinders, and they look fantastic. I will finish my first one, then document the painting of the second to do a how to painting guide. I will warn you it is going to be a LONG time before i get round to this but it will come in time.
To anyone who has stuck round and read the entire post, thank you! You get 1 awesome point and this gif:
Cheers.
Until then
Herald of nurgle - Warlord
Locus of Fecundity
Mastery 2
Exalted reward - portal glyph
x3:
Herald of nurgle
Locus of Fecundity
Mastery 2
x3:
x10 plague bearers
icon of chaos
instrument
x20 plague bearers
plague banner
x2:
x3 plague drones
icon of chaos
plague ridden
x2:
Nurgle soul grinder
baleful torrent
Aegis defence line
comms relay
Everything rolls on Malefic daemonology, you hope to get cursed earth and try to swap some powers with summoning. Deploy the big blob of plague bearers (which man the aegis), the drones, the aegis (obviously) and one of the heralds (preferably the warlord). Everything else is in deepstrike, with one herald for each bearer squad. Your whole army will have a 2+ cover. first turn if it is behind the aegis (which it should be).
Move the drones up but keep them hidden. Throw down the portal glyph and use the herald to try and cast the summoning or something like that, you might as well. Then turn 2, you have a 8/9 chance of each unit coming from reserve due to the comms relay, and the plague bearers have instruments to further ensure the grinders come on. Deepstrike everything behind the enemy or in front (just where ever there is space, you need alot) using either the drones icon or risk a plague bearer squad and scatter. Deep stike everything close together (at least within 12'' of one or more heralds) using icons to safetly land and cast cursed earth with one of your deepstriking heralds (put alot of warp charge into this as it is important, and to minimise chance of denial from your opponent). This makes your grinders and plague bearers incredibly hard to kill (4+ invun + FNP? Yes please). You then procced to cast whatever you see fit and whatever you need. The grinders use their baleful torrent to mess with stuff.
Turn 3 you charge all the stuff you deepstrike and fuck everything (especially with the soul grinders).
From using this list i have found it works, and is incredibly fun. Your going to need a lot of plague bearers (50 starting off, then more to summon) but it is worth it.
In the game i was playing i used possesion to summon 2 great unclean ones in the course of the game (mainly because i wanted to have fun and fully test Malefic powers) which was useful if one part of the battlefield needed help. The problem with doing this though is you lose overall warp charge (herald = 2 charge, Great unclean one = 1 charge).
The fun of this list is its intial passiveness, which turns to fully blown aggression turn 2 onward, which can take your opponent of guard.
From the games i have played of 7th, i have found it to be incredibly fun. I would even dare to say it is the best edition yet.
Also thank you all!! I now have my first follower and first comment on my blog, plus almost 4000 views!! I will do my best to post every now and then and keep content on this blog good. Thank you all again.
ONE MORE THING I PROMISE! I am working on painting my soul grinders, and they look fantastic. I will finish my first one, then document the painting of the second to do a how to painting guide. I will warn you it is going to be a LONG time before i get round to this but it will come in time.
To anyone who has stuck round and read the entire post, thank you! You get 1 awesome point and this gif:
Cheers.
Until then
Friday, 23 May 2014
First 7th edition list nurgle flying circus 1750 points
I will first point out that i am not a tournament player, and all my lists are for fun. Any way onto the list!
x3:
Nurgle prince
Mastery 3
x2 Greater rewards
Armour
Wings
x4:
Herald of Nurgle
Mastery 2
x4:
x10 Plague bearers
(Note in the new edition you can use as many Force org charts as you want so long as you use the minimium 1HQ 2Troops for each detachment).
17 Mastery levels straight off the bat, with an average of +4 for the die roll in the psychic phase thats 21 warp charge on average i will have every turn. Wow. The princes roll all on biomancy, the heralds roll on malefic daemonology. Princes rush up the board with all their blessings and what nots and prepare to fuck shit up. Heralds join plague bearers squads and they mainly cast Summoning to summon plague bearers up the board to back up the princes and capture upfield objectives (good thing i have 60 plague bearers!, and more to come!!). Looks like it could be a fun list to play, will get back to you after i have tested it. I am going to be having a game monday against Astra Militarhoweveryouspellit. I will post my findings and thoughts of 7th edition in due course.
x3:
Nurgle prince
Mastery 3
x2 Greater rewards
Armour
Wings
x4:
Herald of Nurgle
Mastery 2
x4:
x10 Plague bearers
(Note in the new edition you can use as many Force org charts as you want so long as you use the minimium 1HQ 2Troops for each detachment).
17 Mastery levels straight off the bat, with an average of +4 for the die roll in the psychic phase thats 21 warp charge on average i will have every turn. Wow. The princes roll all on biomancy, the heralds roll on malefic daemonology. Princes rush up the board with all their blessings and what nots and prepare to fuck shit up. Heralds join plague bearers squads and they mainly cast Summoning to summon plague bearers up the board to back up the princes and capture upfield objectives (good thing i have 60 plague bearers!, and more to come!!). Looks like it could be a fun list to play, will get back to you after i have tested it. I am going to be having a game monday against Astra Militarhoweveryouspellit. I will post my findings and thoughts of 7th edition in due course.
Thursday, 22 May 2014
The flying circus is still good in the new edition
So with the new Warhammer 40000 rulebook coming out in 2 days, some people are freaking out, and some are exicited.
Apparently the Flying circus (lots of flying monstrous creatures) is dead in then new edition, due to a leaked pic (this one), and the fact smash is only 1 attack now. The pic says that you can't assault when you change flight modes. Does this hurt the flying circuses effectivness? Yes. Is taking out tanks harder now with the change to smash? Yes. OHMERGUAD ITS OVER STOP PLAYING DAEMONS RUUUNNN!!! But wait!! We also got some buffs to the flying circus!!
Buff 1)
Harder to ground (only 1 grounding check at the end of each phase if you take a wound).
Buff 2)
Better psychic powers (here). And did i say better? I meant fucking amazing, look at biomancy - T8 S9 Feel no pain (4+) prince? Fucking yes please (and you said we cant take down tanks with 6 S9 attacks on the charge). Yes it is easier for the enemy to dispel powers (such as iron arm) but if you do manage to cast them, you are basically a Harridan (a tyranid gargant) with a 5+ invun. With a 62% chance of getting iron arm with a mastery level 3 prince this makes up for having to sit like a lemon for a turn while you change flight mode, because your prince is tanking all those hits and is gearing up to charge. Also if you do activate iron arm you will be harder to ground (as you need to take a wound to take a grounding test).
Buff 3)
Better psychic defence, with 3-6 flying monsters going around with 3-4 mastery levels each your opponent is not going to be casting powers at all.
There are probably some i missed, but even if i didnt miss anything it is still looking hopeful for the circus. While it is harder to get into assault (and takes longer - your looking at a turn 3 charge) and harder to cast powers, you opponent is not going to be casting at all and your princes have a chance to become flying chuncks of adamantium refusing to die.
I will take the good with the bad, i will adjust my tactics to fit the new addition, and will keep using my favourite army in 40k (the circus).
So dont lose hope, blot out the people screaming negativity about the new addtion, prepare for war, and a hell of a lot of fun.
Until then.
![]() |
| THE SKY IS FALLING! Not |
Buff 1)
Harder to ground (only 1 grounding check at the end of each phase if you take a wound).
Buff 2)
Better psychic powers (here). And did i say better? I meant fucking amazing, look at biomancy - T8 S9 Feel no pain (4+) prince? Fucking yes please (and you said we cant take down tanks with 6 S9 attacks on the charge). Yes it is easier for the enemy to dispel powers (such as iron arm) but if you do manage to cast them, you are basically a Harridan (a tyranid gargant) with a 5+ invun. With a 62% chance of getting iron arm with a mastery level 3 prince this makes up for having to sit like a lemon for a turn while you change flight mode, because your prince is tanking all those hits and is gearing up to charge. Also if you do activate iron arm you will be harder to ground (as you need to take a wound to take a grounding test).
Buff 3)
Better psychic defence, with 3-6 flying monsters going around with 3-4 mastery levels each your opponent is not going to be casting powers at all.
There are probably some i missed, but even if i didnt miss anything it is still looking hopeful for the circus. While it is harder to get into assault (and takes longer - your looking at a turn 3 charge) and harder to cast powers, you opponent is not going to be casting at all and your princes have a chance to become flying chuncks of adamantium refusing to die.
I will take the good with the bad, i will adjust my tactics to fit the new addition, and will keep using my favourite army in 40k (the circus).
So dont lose hope, blot out the people screaming negativity about the new addtion, prepare for war, and a hell of a lot of fun.
Until then.
Monday, 27 January 2014
Mono-nurgle dual Great unclean one flying circus daemon 1750 list - Phew!
![]() |
| A teaser for an upcoming winged nurgle prince conversion! |
Without out further ado, the list:
x2:
Great unclean one
Greater reward (balesword)
x2:
Nurgle daemon prince
Wings
Armour
Mastery 3 (biomancy)
Greater reward (balesword)
Nurgle daemon prince
Wings
Armour
Mastery 3 (biomancy)
Greater reward (balesword)
Exalted reward (Portalglyph - another conversion/scratchbuild coming up!)
x2:
x10 plague bearers
icon of chaos
x10 plague bearers
aegis defence line
comms relay
1755 (5 points over the limit is ok right?)
The non-icon bearer squad and all 3 princes sit behind the aegis first turn to gain a 2+ cover, portalglyph is dropped (make sure to place objectives backfield). Zoom forward, hope you survive turn one, then comms relay helps bring down bearers and GUOs (using the icons to help the GUOs down) turn 2. Then smash up the enemies stuff. Baleswords to Instant death MCs (monstrous creatures). I used a list similar to this a few days ago and it was uber fun to play (far more fun then my tau - i still love my tau though!). Dropping 2 GUOs in the opponents deploments zone is MEGA LOLZ. If you are playing the relic, rush up the princes to intercept enemy troops trying to take the relic, drop the portal next to the relic to help bring it closer, and deepstrike everything in the centre, using MCs to tie everything up while sneaky plaguebearers run off with the relic.
What are your thoughts on the list? What would you change?
Until then.
Sunday, 20 October 2013
Nurgle chaos lord loadout
In my last post i showed my list that i was thinking of for Death guard. It has changed some and will change some more so i wont share the final product till i have tested it (will take a while).
Anyway, my lord loadout has changed. I dont think the MURDER sword is really that good as the chaos lord isn't that quick on foot, so it would be a waste of 35 points. I want my lord to have a scythe as it is a signiture weapon of the death guard. I am counting scythes as power axes as they are used in similar ways. Anyway this is the loadout i was thinking of:
Lord
Mark of nurgle
palaquin of nurgle
power axe
sigil of corruption
vets of the long war
gift of mutation
175
While the power axe may waste his high I, he does pack a punch with his axe, and with T5 and W5 he can take the hits. Gift of mutation i have never used but people say its useful (as most of the time it helps him in combat).
I was tempted by terminator armour but i worked out that a palaquin lord can take 15 armour saves before dieing on average, while the terminator lord can take 18; and the lord can take 10 invuns and the terminator can take around 5. This means that the palaquin can take more hits on average.
I think 175 points is an ok cost for a HQ, as on the charge he has 6 S5 AP2 attacks. Not bad.
I will be converting my lord soon so stay tuned.
Until then.
Anyway, my lord loadout has changed. I dont think the MURDER sword is really that good as the chaos lord isn't that quick on foot, so it would be a waste of 35 points. I want my lord to have a scythe as it is a signiture weapon of the death guard. I am counting scythes as power axes as they are used in similar ways. Anyway this is the loadout i was thinking of:
Lord
Mark of nurgle
palaquin of nurgle
power axe
sigil of corruption
vets of the long war
gift of mutation
175
While the power axe may waste his high I, he does pack a punch with his axe, and with T5 and W5 he can take the hits. Gift of mutation i have never used but people say its useful (as most of the time it helps him in combat).
I was tempted by terminator armour but i worked out that a palaquin lord can take 15 armour saves before dieing on average, while the terminator lord can take 18; and the lord can take 10 invuns and the terminator can take around 5. This means that the palaquin can take more hits on average.
I think 175 points is an ok cost for a HQ, as on the charge he has 6 S5 AP2 attacks. Not bad.
I will be converting my lord soon so stay tuned.
Until then.
Wednesday, 9 October 2013
Death guard force
I am not NOT going to do Dark eldar kroot. I just change my mind of what i want to do all the time. I is on my list of things i want to do. I went through a Sisters of battle stage (or Apapta Soroitas now) but i want a Death Guard force now. I need to get a real Chaos space marine force, not just an allied detachment for a Heldrake.
I want Chaos space marines to be my 'fun' army. Tau are my cheese force, sisters are my tournement army. So i need something to balence everything out, when i don't want to win all the time, and just relax. So, Death guard!
My Chaos marine force will not contain any Heldrakes. I am going to stay strictly within Death guard combat doctrine. That means no transports, bikes, jump infantry, tanks, or flyers. I am going to have lots of boots on the ground (cultists and plague marines) backed up by obilterators. This is a list i have been thinking of:
Chaos lord (The leader of my force, and the focal point)
Mark of nurgle (He's death guard...)
power axe (Bye terminators)
murder sword (FUN)
palaquin of nurgle (Will make him stand out model wise and makes him T5 W5 and with 6 attacks on the charge)
veterans of the long war (He's from the original legion, he fought on Terra!)
sigil of corruption (Whats better then T5 W5? T5 W5 with a 4++!)
x2:
x7 plague marines
x2 plasma guns
power axe
veteran of the long war
x6 plague marines <------Lord goes here (making the squad number 7)
x2 plasma guns
power axe
veterans of th... you get it
x3:
x14 cultists (bubble wrap for the marines
x3:
x2 obilterators (going to convert some centurions, i do not like finecast)
Mark of nurgle
1490
The obilterators unleash hell on the enemy while the cultists meat shield for the plague marines and they march up the board blasting away with plasma. The lord character hunts. Pretty simple and true to the DG combat doctrine i think.
I want to use the warriors of chaos lord as my lord, but with some converting to make him nurgley. Then im going to put him on a palaquin (nurglings with a rhino door on top). This is going to make him insanely tall and make him stand out.I have to be careful actually no i dont: T5 W5 3+ 4++.
I will take me a while to get everything i need but for now i am going to get the lord and the palaquin so stay tuned for that.
Until then.
I want Chaos space marines to be my 'fun' army. Tau are my cheese force, sisters are my tournement army. So i need something to balence everything out, when i don't want to win all the time, and just relax. So, Death guard!
My Chaos marine force will not contain any Heldrakes. I am going to stay strictly within Death guard combat doctrine. That means no transports, bikes, jump infantry, tanks, or flyers. I am going to have lots of boots on the ground (cultists and plague marines) backed up by obilterators. This is a list i have been thinking of:
Chaos lord (The leader of my force, and the focal point)
Mark of nurgle (He's death guard...)
power axe (Bye terminators)
murder sword (FUN)
palaquin of nurgle (Will make him stand out model wise and makes him T5 W5 and with 6 attacks on the charge)
veterans of the long war (He's from the original legion, he fought on Terra!)
sigil of corruption (Whats better then T5 W5? T5 W5 with a 4++!)
x2:
x7 plague marines
x2 plasma guns
power axe
veteran of the long war
x6 plague marines <------Lord goes here (making the squad number 7)
x2 plasma guns
power axe
veterans of th... you get it
x3:
x14 cultists (bubble wrap for the marines
x3:
x2 obilterators (going to convert some centurions, i do not like finecast)
Mark of nurgle
1490
The obilterators unleash hell on the enemy while the cultists meat shield for the plague marines and they march up the board blasting away with plasma. The lord character hunts. Pretty simple and true to the DG combat doctrine i think.
I want to use the warriors of chaos lord as my lord, but with some converting to make him nurgley. Then im going to put him on a palaquin (nurglings with a rhino door on top). This is going to make him insanely tall and make him stand out.
I will take me a while to get everything i need but for now i am going to get the lord and the palaquin so stay tuned for that.
Until then.
Monday, 2 September 2013
Kroot 'counts as' Dark eldar army fluff
Terradon.
A forest world, with heavily mossed mountains reaching to the skies. The main indiginous species there is the Kroot, who live in the trees. As the planet is incredibly rich in ore, the Tau saw it as a perfect place to expand to. But as mining operations started, the Kroot became distressted; they did not want vast swaths of forests cut down. But the mining operation required it, and it was too rich a planet to pass down. The Tau continued to mine. The Kroot refused to stand down to the Tau and let their planet die, so they lashed out against them. Hundreds of earth caste mining drones were destroyed and hung up around the forest as an act of defience, and lead Shapers declared that if the Tau continued to mine on the planet that Tau would be strung on the trees, not drones. The Tau were not about to give up on the potential 'gold mine' (figurativly speaking), and so reinforced the mining operations with elements of the Fire caste. The Kroot, enraged at the stubborness of the Tau, led a huge strike against the mining bases. The battle was fierce, but in the end the Tau blugend the Kroot attack and crushed the resistance. The Kroot retreated, and left the Tau to their work and preparing to leave the planet to find a new one.
But, after all the Kroot had withdrawn and the Tau had rebegun mining, a portal in the webway opened. Dozens of raiders and venoms poured out of it, and attacked the mining bases, killing some and capturing the rest. Hundreds of Tau were lost that day. By the time the Tau had worked out what happened, they were in-shock. The Dark Eldar disapeared and left a suprise for the Tau in the mining installations. When the Earth and Fire caste went down to the planets surface and started to begin the operation again, something terrible happend. Hidden bombs left in the mines activated even more portals, and more Dark eldar poured into the planet. Desperate and out of options, the Tau begged for the help of the Kroot. Begrudgingly, the Kroot aided the Tau and helped them fight off the Dark Eldar. After a quick and fierce battle, the Dark eldar left, but had brought their fair share of Tau are Kroot with them. The Tau, deeming the planet too risky for further mining, left. The Kroot ate the remaining Dark eldar bodies, so that the next generation could benefit and evolve. Also, to prepare for possible other attacks, the Kroot repaired Dark eldar transports and weapons so that they could use them for themselves.
When the next generation came around, they were quick and agile like the Dark eldar; manned in Dark eldar tanks and armed with some of their weaponry. So far, there hasn't been another raid, but if their was, the Kroot could fight them off with the same lightning fast vehicles the Dark eldar used against them.
So there you have it. I apoligise for any spelling mistakes. I am going to try my hand at converting my first Master shaper (archon) soon so stay tuned for that.
Until then.
A forest world, with heavily mossed mountains reaching to the skies. The main indiginous species there is the Kroot, who live in the trees. As the planet is incredibly rich in ore, the Tau saw it as a perfect place to expand to. But as mining operations started, the Kroot became distressted; they did not want vast swaths of forests cut down. But the mining operation required it, and it was too rich a planet to pass down. The Tau continued to mine. The Kroot refused to stand down to the Tau and let their planet die, so they lashed out against them. Hundreds of earth caste mining drones were destroyed and hung up around the forest as an act of defience, and lead Shapers declared that if the Tau continued to mine on the planet that Tau would be strung on the trees, not drones. The Tau were not about to give up on the potential 'gold mine' (figurativly speaking), and so reinforced the mining operations with elements of the Fire caste. The Kroot, enraged at the stubborness of the Tau, led a huge strike against the mining bases. The battle was fierce, but in the end the Tau blugend the Kroot attack and crushed the resistance. The Kroot retreated, and left the Tau to their work and preparing to leave the planet to find a new one.
But, after all the Kroot had withdrawn and the Tau had rebegun mining, a portal in the webway opened. Dozens of raiders and venoms poured out of it, and attacked the mining bases, killing some and capturing the rest. Hundreds of Tau were lost that day. By the time the Tau had worked out what happened, they were in-shock. The Dark Eldar disapeared and left a suprise for the Tau in the mining installations. When the Earth and Fire caste went down to the planets surface and started to begin the operation again, something terrible happend. Hidden bombs left in the mines activated even more portals, and more Dark eldar poured into the planet. Desperate and out of options, the Tau begged for the help of the Kroot. Begrudgingly, the Kroot aided the Tau and helped them fight off the Dark Eldar. After a quick and fierce battle, the Dark eldar left, but had brought their fair share of Tau are Kroot with them. The Tau, deeming the planet too risky for further mining, left. The Kroot ate the remaining Dark eldar bodies, so that the next generation could benefit and evolve. Also, to prepare for possible other attacks, the Kroot repaired Dark eldar transports and weapons so that they could use them for themselves.
When the next generation came around, they were quick and agile like the Dark eldar; manned in Dark eldar tanks and armed with some of their weaponry. So far, there hasn't been another raid, but if their was, the Kroot could fight them off with the same lightning fast vehicles the Dark eldar used against them.
So there you have it. I apoligise for any spelling mistakes. I am going to try my hand at converting my first Master shaper (archon) soon so stay tuned for that.
Until then.
Sunday, 1 September 2013
Revised Kroot 'counts as' Dark Eldar list
Having a look around the web and looking more at the DE codex, i have come to change some bits in my list. I realise that pulling of an assualt army (especially a DE one) will be difficult. I need to be smart and lucky to make it work. So this is the revised list:
x2:
Archon - Master shaper
Blaster
Djiin blade - Ancestral blade
Shadow field - Blessing of some sort?
Combat drugs - Evolutionary traits
Soul trap - ?
x2:
x9 wyches - Carnivores
haywire grenades
hekatrix - shaper
venom blade
phantasm grenade launcher
x2:
raider - Hunter-skiff
dark lance
night shields - Camo?
x3:
x5 wyches
hekatrix
venom blade
x3:
venom - Scout-skiff
splinter cannon
night shields
x3:
ravager - War-skiff
dark lances
night shields
1491
The Archons jump in with the wychs are zoom forward, get out, blast and tank or try to precision shot a character (not an independant one!) so that in combat when he issues a challenge he doesn't have to waste himself on a crappy sergeant. He will also rarely miss with his blaster. On a charge the archons pump out 8 ap3 hits, on average dealing 2 wounds to power armour or less. Against IC such as Rune priests he should be able to cut him in 2, gain double strength, then help the wyches out of combat and rip everything apart. Also, it gives the squad a pain token so after killing the IC and the squad, the archon and wyches have feel no pain and furious charge giving the archon S7 on the charge (on average killing 5 marines on the charge!)!!!
The venoms zoom forward aswell and pepper stuff the archons units are going to charge while the wychs bust tanks they dont like. The ravagers take out heavy fire power or transports for archons/wychs to charge.
Yes, the archons are the core of the army. Yes, they need to be lucky to kill the IC to become awsome. Yes he is soft (other then his shadow field). But when i do pull it off he becomes a killing machine and i can see it being very fun to use!
The night shields are an interesting one. If i go second my opponent will want to move forward to hurt them with bolters and what not. He needs to move the extra 6'' toward me. Hoping they survive, the transports then rush forward and are almost certaintly going to be able to charge them first turn! And if he doesn't move them forward he has less chance of killing the transports as they are definitely going to be hiding from big guns!
I can see this army being hopefully effective and fun to use, just need to get the 8 tanks and 2 master shapers now!
x2:
Archon - Master shaper
Blaster
Djiin blade - Ancestral blade
Shadow field - Blessing of some sort?
Combat drugs - Evolutionary traits
Soul trap - ?
x2:
x9 wyches - Carnivores
haywire grenades
hekatrix - shaper
venom blade
phantasm grenade launcher
x2:
raider - Hunter-skiff
dark lance
night shields - Camo?
x3:
x5 wyches
hekatrix
venom blade
x3:
venom - Scout-skiff
splinter cannon
night shields
x3:
ravager - War-skiff
dark lances
night shields
1491
The Archons jump in with the wychs are zoom forward, get out, blast and tank or try to precision shot a character (not an independant one!) so that in combat when he issues a challenge he doesn't have to waste himself on a crappy sergeant. He will also rarely miss with his blaster. On a charge the archons pump out 8 ap3 hits, on average dealing 2 wounds to power armour or less. Against IC such as Rune priests he should be able to cut him in 2, gain double strength, then help the wyches out of combat and rip everything apart. Also, it gives the squad a pain token so after killing the IC and the squad, the archon and wyches have feel no pain and furious charge giving the archon S7 on the charge (on average killing 5 marines on the charge!)!!!
The venoms zoom forward aswell and pepper stuff the archons units are going to charge while the wychs bust tanks they dont like. The ravagers take out heavy fire power or transports for archons/wychs to charge.
Yes, the archons are the core of the army. Yes, they need to be lucky to kill the IC to become awsome. Yes he is soft (other then his shadow field). But when i do pull it off he becomes a killing machine and i can see it being very fun to use!
The night shields are an interesting one. If i go second my opponent will want to move forward to hurt them with bolters and what not. He needs to move the extra 6'' toward me. Hoping they survive, the transports then rush forward and are almost certaintly going to be able to charge them first turn! And if he doesn't move them forward he has less chance of killing the transports as they are definitely going to be hiding from big guns!
I can see this army being hopefully effective and fun to use, just need to get the 8 tanks and 2 master shapers now!
Friday, 30 August 2013
Kroot 'counts as' Dark Eldar army
I have always wanted to start a dark eldar army. But, while the models are nice, they are all too fragile and spiky for my taste. Eventually i came up with the idea of using kroot as DE. Look at this:
How Dark Eldar match to Kroot:
Duke Sliscus (His 2 rolls represent him better guiding kroot to eat better things to evolve better) - Master shaper OR Angh'hor Prok
x2:
x10 wyches (kroot carnivores)
haywire grenades - Technology they've stolen (hey, i need some good stuff)
Hekatrix (shaper)
venom blade
phantasm grenade launcher - Technology they've stolen (hey, i need some good stuff)
x9 wyches
haywire grenades - Technology they've stolen (hey, i need some good stuff)
Hekatrix (shaper)
venom blade
phantasm grenade launcher - Technology they've stolen (hey, i need some good stuff)
x3:
raiders (jabba da hutt style skiff, so raider model but with no spikes or nasty things)
night shield - Technology they've stolen (hey, i need some good stuff)
x3:
x5 wyches
haywire grenades - Technology they've stolen (hey, i need some good stuff)
x3:
venom (krootify them)
night shields - Technology they've stolen (hey, i need some good stuff)
splinter cannon
x3:
ravagers
one has dark lances, 2 have disintergrator cannons
1503
Almost everything charges forward first turn in hope of overwhelming the enemy.
I can deal with tanks
I can deal with terminators
I can deal with MC's
And its bloody good in combat
I think its fluffy, do you?
Thoughts?
Until then.
How Dark Eldar match to Kroot:
- Combat drugs - Evalutionary adaptations
- Power from pain - Eating their foes when they kill them
- Low armour value - Low armour value
- Poisoned weapons - They live in forests full of poisonous things
Duke Sliscus (His 2 rolls represent him better guiding kroot to eat better things to evolve better) - Master shaper OR Angh'hor Prok
x2:
x10 wyches (kroot carnivores)
haywire grenades - Technology they've stolen (hey, i need some good stuff)
Hekatrix (shaper)
venom blade
phantasm grenade launcher - Technology they've stolen (hey, i need some good stuff)
x9 wyches
haywire grenades - Technology they've stolen (hey, i need some good stuff)
Hekatrix (shaper)
venom blade
phantasm grenade launcher - Technology they've stolen (hey, i need some good stuff)
x3:
raiders (jabba da hutt style skiff, so raider model but with no spikes or nasty things)
night shield - Technology they've stolen (hey, i need some good stuff)
x3:
x5 wyches
haywire grenades - Technology they've stolen (hey, i need some good stuff)
x3:
venom (krootify them)
night shields - Technology they've stolen (hey, i need some good stuff)
splinter cannon
x3:
ravagers
one has dark lances, 2 have disintergrator cannons
1503
Almost everything charges forward first turn in hope of overwhelming the enemy.
I can deal with tanks
I can deal with terminators
I can deal with MC's
And its bloody good in combat
I think its fluffy, do you?
Thoughts?
Until then.
Thursday, 29 August 2013
Lets enjoy the game
Recently, i have been trying to optimise lists to crush certain armies that i face, or to get the most powerful combos. Unfluffy units such as a commander with command node and multi spectrum suite AND puretide chip with some dark reapers. Why would the commander be with the dark reapers, and why would they benefit from his wargear? So, as of now, i am going back to playing warhammer like when i started. Saying, oh thats cool lets get that, and adding it to my list. I still want my lists to be good, but realistic, and fun. I will use powerful units such as the Riptide, but not spam it. I want to enjoy the game more, lose more, so when i win, it is far more rewarding. I want my lists to have more flavour. So, to meet all the requirements above, this is the list i am building at the moment:
Ethereal
x11 fire warriors
x12 firewarriors
x2 devilfishes
distruption pods
x18 kroot
sniper rounds
x2:
x5 pathfinders
Riptide
ion accel.
early warning overide
x2:
hammerhead
submunition
d. pod
black sun filter
smart missile system
one has long strike
farseer (kroot shaman)
jet bike (terradon)
mantle of the laughing god
x2:
x3 jetbikes (terradons)
shuriken cannon
1497
I believe this is fluffy yet effective. Its mobile, doesn't spam, and use auxillaries (some of the pathfinders are also modeled to be kroot). The story is on the particular world my Tau force is fighting on, Terradon, there are alot of kroot. Many have evolved to become slightly smaller then the norm, with the benefit of being able to ride Terradons, of which there are thousands of and which the planet is named after. A small tribe of kroot under the command of a powerful kroot shaman has joined with the Tau forces in the jungles of Terradon to fight of the Imperial menace. The shaman rides alone, on a powerful steed, watching over his allies and protecting them with his psychic ability. So basically the farseer will follow the dfishes and guide and prescience the firewarriors, who will ALSO be buffed by the ethereal. The kroot will infiltrate, and draw the enemy in while sniping stuff.
Thoughts?
Until then.
Ethereal
x11 fire warriors
x12 firewarriors
x2 devilfishes
distruption pods
x18 kroot
sniper rounds
x2:
x5 pathfinders
Riptide
ion accel.
early warning overide
x2:
hammerhead
submunition
d. pod
black sun filter
smart missile system
one has long strike
farseer (kroot shaman)
jet bike (terradon)
mantle of the laughing god
x2:
x3 jetbikes (terradons)
shuriken cannon
1497
I believe this is fluffy yet effective. Its mobile, doesn't spam, and use auxillaries (some of the pathfinders are also modeled to be kroot). The story is on the particular world my Tau force is fighting on, Terradon, there are alot of kroot. Many have evolved to become slightly smaller then the norm, with the benefit of being able to ride Terradons, of which there are thousands of and which the planet is named after. A small tribe of kroot under the command of a powerful kroot shaman has joined with the Tau forces in the jungles of Terradon to fight of the Imperial menace. The shaman rides alone, on a powerful steed, watching over his allies and protecting them with his psychic ability. So basically the farseer will follow the dfishes and guide and prescience the firewarriors, who will ALSO be buffed by the ethereal. The kroot will infiltrate, and draw the enemy in while sniping stuff.
Thoughts?
Until then.
Tuesday, 27 August 2013
Taudar 1500 point list
UPDATE: I realise now that the farseer can't go in the devilfish with the firewarriors. No matter, i will be making a new list soon so sit tight.
As making a Farsight army will cost a considerable amount, for now i am going to go for a Taudar list until i can get the money. Here it is:
1492
Commander joins reapers and sits in front to tank hits. Mobile ignores cover twin linked super unit. Farseer joins one firewarrior squad, ethereal on the other. Farseer defaults to guide and prescience. 2 twin linked squads pumping out 3 shots each.
I want to use kroot stuff for the eldar, so i am going to use a Skink Priest for my farseer, Terradons for the jet bikes (giving them guns of course), still not sure for the dark reapers. I will convert the priest and terradons to look like kroot stuff. Whats good is i can always use this stuff as dark eldar as well, giving me flexability.
Thoughts?
Until then.
As making a Farsight army will cost a considerable amount, for now i am going to go for a Taudar list until i can get the money. Here it is:
| commander |
| PEN chip |
| CnC node |
| Multi-spectrum suite |
| iridium armour |
| ethereal |
| x2: |
| x11 firewarriors |
| x2: |
| fishes |
| distruption pod |
| riptide |
| ion accelarator |
| early warning overide |
| hammerhead |
| long strike |
| submunition |
| distruption pod |
| smart missile system |
| blacksun filter |
| farseer |
| x3 jetbikes |
| shuriken cannon |
| x9 darkreapers |
| sharshot missiles |
1492
Commander joins reapers and sits in front to tank hits. Mobile ignores cover twin linked super unit. Farseer joins one firewarrior squad, ethereal on the other. Farseer defaults to guide and prescience. 2 twin linked squads pumping out 3 shots each.
I want to use kroot stuff for the eldar, so i am going to use a Skink Priest for my farseer, Terradons for the jet bikes (giving them guns of course), still not sure for the dark reapers. I will convert the priest and terradons to look like kroot stuff. Whats good is i can always use this stuff as dark eldar as well, giving me flexability.
Thoughts?
Until then.
Monday, 26 August 2013
Farsight 1500 point army list
As you probably wont know collect tau. I have around 3500 points of them, and have a dream of one day reaching 10000 points like my (younger!) brother has 10000 points of space wolves and orks! The reason i dont have a huge army is i like to constantly change my armies. I played blood angels twice and sold them both times (just didnt like them) and tau in between those 2 times. Thankfully i didn't sell my tau, and it has grown into a nice collection. As always i wanted to get a new army, so i thought, how about a Farsight enclaves army? It would play different, but link onto my tau army and allow my collection to grow. So thats what im going to do. Heres a list i came up with:
Farsight
x3:
x3 battlesuits
2 have x2 burst cannons
one of the 2 has drone controller
one has vectored retro thrusters (a 5 point upgrade to give the unit hit and run?, why not!)
shas'vre
x2 plasma rifles
advanced targeting systems (5+ precision shots to snipe special weapons and squad leaders)
x6 gun drones
bonding knifes
x3 battlesuits
x2 fusion blasters
x2 target locks
x3 shield drones
riptide
ionaccelarator
early waring overide
earth caste piloting array
x3 broadsides
high yield missile pods
bonding knifes
1499
Farsight goes with the sunburst suits, deep strikes them safely, kills tanks, runs away. Land raiders sorted.
I am pretty pleased with my basic suit configuration (an adaptation of the blinding spear, usually TL burst cannon and plasma rifle) as it has low AP and lots of high strength shots to wipe out hordes or overwhelm terminators.
Thoughts on the list?
Until then.
Farsight
x3:
x3 battlesuits
2 have x2 burst cannons
one of the 2 has drone controller
one has vectored retro thrusters (a 5 point upgrade to give the unit hit and run?, why not!)
shas'vre
x2 plasma rifles
advanced targeting systems (5+ precision shots to snipe special weapons and squad leaders)
x6 gun drones
bonding knifes
x3 battlesuits
x2 fusion blasters
x2 target locks
x3 shield drones
riptide
ionaccelarator
early waring overide
earth caste piloting array
x3 broadsides
high yield missile pods
bonding knifes
1499
Farsight goes with the sunburst suits, deep strikes them safely, kills tanks, runs away. Land raiders sorted.
I am pretty pleased with my basic suit configuration (an adaptation of the blinding spear, usually TL burst cannon and plasma rifle) as it has low AP and lots of high strength shots to wipe out hordes or overwhelm terminators.
Thoughts on the list?
Until then.
Wednesday, 7 August 2013
Rise of the heavy burst cannon?
Everyone knows that the ion accelarator (IA) is superior to the heavy burst cannon (HBC). To make the HBC work, you need to novacharge it every turn, risking wounds. On average, on a 6 turn game, a riptide nova charging every turn with a HBC will take about 3 wounds (gets hot, etc). This will leave it for easy picking for your opponent.
But, with the new farsight supplement there is a piece of wargear that will revolutionise the HBC:
earth caste pilot array – 30pts
- models with battlesuits only. The model re-rolls all rolls of 1 to hit in the shooting phase. May also re-roll the dice when using a nova reactor. Weapon skill is also reduced to 1
I will definitely be picking up a riptide for my farsight enclave army and trying out a HBC with ECPA. Maybe even give it a veloctiy tracker and see how it does.
Until then.
But, with the new farsight supplement there is a piece of wargear that will revolutionise the HBC:
earth caste pilot array – 30pts
- models with battlesuits only. The model re-rolls all rolls of 1 to hit in the shooting phase. May also re-roll the dice when using a nova reactor. Weapon skill is also reduced to 1
- Rerolling 1's: This means less gets hotting, and more hits
- Reroll failed reactor rolls: More shots and less wounds taken
- WS 1: You shouldn't be in assualt anyway
I will definitely be picking up a riptide for my farsight enclave army and trying out a HBC with ECPA. Maybe even give it a veloctiy tracker and see how it does.
Until then.
Sunday, 30 June 2013
Followed by crushing defeat!
Just battled a friend on his board. 1500. He had Tau. He wiped me out. I killed 82 points. Not a good day for daemons.
What i am bringing back from the battle is that the princes should drop some upgrades and more stuff should be in deep strike.
New list!:
I may change it, what do you think?
Until then.
What i am bringing back from the battle is that the princes should drop some upgrades and more stuff should be in deep strike.
New list!:
| great unclean one |
| x2 greater reward |
| x2: |
| herald of nurgle |
| locus of fencusity |
| x2: |
| x14 plague bearers |
| x2: |
| daemon prince |
| nurgle |
| wings |
| x2 exalted reward |
| sorcerer |
| x10 cultists |
| heldrake |
| baleflamer |
| aegis |
| quad gun |
I may change it, what do you think?
Until then.
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