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Post by Frosty the Pirate on Dec 26, 2012 10:07:54 GMT -5
Looks pretty solid tbh, the only change I'd make is drop one of the 10 man units down to 8 and use the points to buy dozers for the rhinos.
You could also potentially get some weapon swaps, for example if you did the above thing, you could put double plasma or flamers on the 8 mans and double melta on the 10 mans. Would give you some weapon diversity.
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Post by nsc on Dec 27, 2012 17:36:54 GMT -5
I strongly believe he should be running 4 meltas, 2 plasmas, 2 flamers. You might also drop the spawn and palanquin and just run more CSM boots. The plague knives, power armor and FNP should be enough to punch-out those trouble targets the spawn are supposed to be tying up.
Keep in mind you'll want melta-bombs on your Plague marine champions (they're fearless and you don't want a walker to tie-them up and slaughter them).
Don't take a black mace on your lord btw...
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Post by LizardTau on Dec 27, 2012 18:32:04 GMT -5
yes with plague marines i dont really need the spawn for what they were intended for so maybe throw in a heldrake, and drop the palanquin for more plague marines, i understand the plasma even tho id rather melta so i could charge after word (since plague marines aren't relentless) but they could be useful.
The list could look like this the lord isn;t as killy as id like but he is really there just for plague marines.
hq
nurgle lord, power sword, melta bombs, sigil of corruption and gift
Nurgle Prince, wings, mastery level 3, and spell familiar
Troops
2 x 10 plague marines, 2 meltas each, champions have melta bombs, in rhinos with dozer blades
9 plague marine with 2 plasmas, champion has melta bombs, in rhino with dozer blade
9 plague marine with 2 flamers, champion has melta bombs in rhino with dozer blade
Fast
Heldrake, baleflamer
heavy
2 x predators with side las
1997
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Post by danydaigle24 on Dec 27, 2012 19:33:55 GMT -5
you need more punch into that list. I would go 2 X 10 man plague marine with melta and 1 X 10 man with flamers and all pf on the champion. Plague Marines are tough so use that advantage. Same thing with your lord hes tough give him a PF. Add a vindicator to support them
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Post by nsc on Dec 27, 2012 19:54:05 GMT -5
I think there's enough punch.
Prince + Heldrake vector striking...
If I were to cram more meltas into the list I'd swap the flamer plague marines for melta. Yes you want flamers for when tyranids start the game in your deployment but your prince has a flamer, the heldrake has a balflamer and nurgle psyker powers will chew through horde armies.
So yeah, I think you can afford the extra melta punch. I would definitely keep the two plasmas, you never know when you need to crack open a MC or a bunch of power armor.
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Post by LizardTau on Dec 27, 2012 20:15:27 GMT -5
i did drop the flamer on the flying mc for the extra level of psychic power, so maybe i can cast nurgle rot and plague wind the same turn
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Post by nsc on Dec 29, 2012 19:05:54 GMT -5
I was talking about dropping the flamers on the plague marines, and maybe pickup two more meltas if you were worried about cracking armour 14.
Not a straight swap obviously, you'd need to juggle points but...
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Post by LizardTau on Dec 29, 2012 19:24:51 GMT -5
yeah, im going to adjust the whole list, plague marines are awesome and super tough but everyone is using them and i want to be different. i think i will put the black mace on my prince he is too good in combat to let just fly around and not be in it.
He just got grounded checked and such.
the hel drake was very lack luster, but war walkers can put out a tonne of damage.
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Post by danydaigle24 on Dec 29, 2012 19:43:51 GMT -5
I dont know anybody that use PM around here. You should stick with them but only 3 units Black mace is a must on your prince like I told you
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Post by nsc on Dec 29, 2012 22:14:46 GMT -5
I've got 9 plauges that I would be running except I can't get a second upgrade kit for my thousand sons...
So my list needs to be shuffled around,
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Post by LizardTau on Jan 3, 2013 17:50:08 GMT -5
So latest list, i might proxy up.
Hq Chaos Lord of khorne, axe of blinding fury, sigil and gift
Daemon prince of tzeetch, armour, black mace and wings (betweem tzeetch and nurgle same price so)
Troops
9 khorne berserker
3 x 10 csm with 2 metlas and champions have power fists, with icon of vengence in rhinos with dozer blades and dirge casters
fast
hell drake with baleflamer
Heavy
2 x preds with side las
land raider with dirge caster
1996 points
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Post by nsc on Jan 4, 2013 16:00:41 GMT -5
That's a gross khorne-delivery package in the land raider, you should try and free up points for extra armor with the LR.
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Post by LizardTau on Jan 4, 2013 21:41:25 GMT -5
yeah i find the lord alone, is usually enough to take out most things let alone all the berzerker attack, but if i go against something more killy then him ill have the sarge challenge and have the lord kill what ever is with the more killy thing. And the lord isnt that many points actually
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Post by Frosty the Pirate on Jan 5, 2013 8:39:15 GMT -5
I like it, looks like a very very solid 6th ed style list.
One thing to remember too, that landraider isn't just a delivery system. Take your time delivering your cargo, and use those las-cannons to soften up your target first! A Land raider is all about area control, but as soon as you put it in someone's face, they will pop it. Use it wisely, with a light touch.
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Post by LizardTau on Jan 5, 2013 9:51:24 GMT -5
yeah i have to be stretegic with my khorne unit, so far they have killed everything they have came up against in one round and then got shot to death after. I havent thrown them against hammernators for ovious reasons but ya i need to figure out how to use them more effectivly
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