Post by nsc on Jan 14, 2013 7:12:10 GMT -5
I'm trying to nail down my final 2000 but I'm having some difficulty.
Hopefully you fellows will be able to chime in with some opinions.
The general core of the list won't change much and is as follows:
Kharn points
Sorceror 165 points(total)
Terminator Armour (??)
Mastery Level 3 (??)
Spell Familiar (??)
Mark of Tzeentch(??)
Combi-Bolter (twin linked bolter) (??)
Force Axe (??)
The sorceror can change, I can run a power armour Sorceror with a force staff or Ahriman. However I don't expect him to change much, since dropping the terminator armour means he needs to pickup a Sigil of corruption to get a 4+ invul (3+ after MoZ) for 25 points. Which is the cost of terminator armor. So I'm running him as a terminator without sigil to get a 4+ invul (including MoZ).
Troops will have:
9x Berserkers 257 points total
4x Chain Axes (??)
Veterans (??)
Rhino (??)
Extra Armor on Rhino (??)
Champion has Combi-melta (??)
Champion has Melta bombs (??)
9x Berserkers 257 points (as above)
And
9 Thousand Sons 247 points total
Aspiring sorcerer has meltabombs (??)
That's 325 points on my HQ and 761 on my Troops (so far)
And a grand total of 1086 points spent.
Now for the fun variance which I can't quite nail down.
I definitely want another troop slot. Power armor or cultists though.
I've been thinking about the following:
10 CSMs at 175 points
Two flamers (??), veterans (??)
As a joke I might give the champion a plasma pistol (??).
Then Cypher is WYSIWYG aspiring champion.
(The PP upgrade is VERY last priority, dropping two c-axes seems doable if there are 9 spare points)...)
This can be modified, but I've heard lots of horror stories of nids obliterating chaos without flamers, I wouldn't mind running these guys with plasma guns but then if I need the flamers the Obliterators become much more valuable. Although without the plasmas the obliterators are my go to plasmas.
My heavy slots have a ton of choices...
I have six beautiful obliterators, each are ?? points and are amazing. I love them (even if they don't love me and roll four 1s and two 2s on eight dice).
A havoc squad with four missile launchers which clocks in at 175-155 points depending if I want ?? guys with flakk upgrades or ?? of them.
This is without veterancy or anything else fancy...
And finally a Land raider.
245 points with the extra armor upgrade and a dirge caster.
The LR has a bonus of cheating its way into the elite section as a transport for (by the way here are my elite choices which are fewer, we in the business call this a segway)
Three terminators with Combi meltas and power axes. 110 points for the trio and they are guaranteed to pop one vehicle a game (almost) after deepstriking. They also let me have four heavy support options. Or they can ride in the land raider and threaten to counter something mid game.
With the LR they swell up to 350 points, but they are very good at their job of openning one tin can. Or threatening a trio of terminators chopping up things with axes.
No upgrades beyond the combi meltas as they're kind of suicide fodder.
I also have the Abbadon special.
5-10 chosen with five melta guns. 140-212 points.
Not much to say. They'll ride in the LR or a rhino, jump out and pretend to be firedragons, then charge whatever was inside.
I also have a new Abbadon model so technically I could take the armless wonder himself and make them troops (swapping the sorc lord for Abaddon and getting khorney in melee)
In fast attack I only have one lonely bike squad.
Four members, two with their TL bolters swapped to plasma guns for 140 points, 145 and they're veterans.
Fast moving plasma, denial units, counter-charge units with hammer of wrath and base 2 attacks (3 on the champ) with bolt pistols and CCWs.
I'd need to get my hands on two plasma guns, but I do like cavalry and this option brings two more plasma guns to the table which I'm a fan of. Yet at the cost of two obliterators, makes my heart bleed
So these are the lists I've endlessly been evaluating, tweaking and weighing against each other.
List #1, The first maybe the worst
HQ
Sorc + Kharn
(originally I coined this duo of tzeentch caster + kharn as the unholy alliance as kharn would sooner behead the caster than fight beside him tee hee)
Troops
CSM double flames (not vets)
Zerkers 3x C-axe
Zerkers 3x C-axe (no rhino, not vets)
T suns
Elites
Termintators +LR
Heavy
Havoc squad
Oblit x2
Oblit x2
Drops veterancy and two c-axes to fit everything in snugly. Was close to what I tested against tom. Problem is kharn is riding in a LR with his squad (they start out it then T1 hop in) this is dangerous because they're sitting ducks T1 AND they have a tendancy of entering combat sooner than their brother squad and that's no good for the 'zerkers.
List #2,
HQs
Kharn + Sorc
Troops
CSM flamer flamer
Zerks
Zerks
Tsuns -1 man (so 7 guys + sorceror)
Heavy
Land Raider
3x Oblits
Havocs
Elites
Five fingers of chosen CSMs.
This kit gets greedy and the only downside is it's running melta bombs on the non-kharn zerker squad (and no csm or chosen meltas but semantics). Going up to the full 9 man Tsuns squad is a possibility but at the cost of some upgrades here and there (maybe some flakk and c-axes could pay for another rubric).
Probably needs some more tweaking / finessing.
List #3 Obli-ously the best
HQ
Troops (same)
Elites
Chosen
Heavy
LR
3x Obliterators
2x Obliterators
This time the zerkers both have melta bombs, all troops are vets, and there's still 9 free points floating around for minute upgrades possibly (really only something like melta bombs on chosen or csms and maybe a combi-bolter (aka TL bolter) on a champion somewhere) or the aforementioned CYPHER ASPIRING CHAMPION
List #4
Pretty much the above list but running 5 bikers with two plasma guns instead of the five melta chosen.
A c-axe is dropped in this list to run Cypher.
List #5 the failbaddon special
HQ
Abaddon + Kharn (living together in pewter and finecast in my army box in HAAAAAAAAARMONY)
10 man chosen with 5x melta in the troops
Leaving 671 points for goodies.
Such as:
LR
4x Oblits
5x Bikers w/2x plasma
Oh wow.
That failbaddon list looks like everything I could want... except psykers...
Why must you be so hard to justify thousand sons.
Hopefully you fellows will be able to chime in with some opinions.
The general core of the list won't change much and is as follows:
Kharn points
Sorceror 165 points(total)
Terminator Armour (??)
Mastery Level 3 (??)
Spell Familiar (??)
Mark of Tzeentch(??)
Combi-Bolter (twin linked bolter) (??)
Force Axe (??)
The sorceror can change, I can run a power armour Sorceror with a force staff or Ahriman. However I don't expect him to change much, since dropping the terminator armour means he needs to pickup a Sigil of corruption to get a 4+ invul (3+ after MoZ) for 25 points. Which is the cost of terminator armor. So I'm running him as a terminator without sigil to get a 4+ invul (including MoZ).
Troops will have:
9x Berserkers 257 points total
4x Chain Axes (??)
Veterans (??)
Rhino (??)
Extra Armor on Rhino (??)
Champion has Combi-melta (??)
Champion has Melta bombs (??)
9x Berserkers 257 points (as above)
And
9 Thousand Sons 247 points total
Aspiring sorcerer has meltabombs (??)
That's 325 points on my HQ and 761 on my Troops (so far)
And a grand total of 1086 points spent.
Now for the fun variance which I can't quite nail down.
I definitely want another troop slot. Power armor or cultists though.
I've been thinking about the following:
10 CSMs at 175 points
Two flamers (??), veterans (??)
As a joke I might give the champion a plasma pistol (??).
Then Cypher is WYSIWYG aspiring champion.
(The PP upgrade is VERY last priority, dropping two c-axes seems doable if there are 9 spare points)...)
This can be modified, but I've heard lots of horror stories of nids obliterating chaos without flamers, I wouldn't mind running these guys with plasma guns but then if I need the flamers the Obliterators become much more valuable. Although without the plasmas the obliterators are my go to plasmas.
My heavy slots have a ton of choices...
I have six beautiful obliterators, each are ?? points and are amazing. I love them (even if they don't love me and roll four 1s and two 2s on eight dice).
A havoc squad with four missile launchers which clocks in at 175-155 points depending if I want ?? guys with flakk upgrades or ?? of them.
This is without veterancy or anything else fancy...
And finally a Land raider.
245 points with the extra armor upgrade and a dirge caster.
The LR has a bonus of cheating its way into the elite section as a transport for (by the way here are my elite choices which are fewer, we in the business call this a segway)
Three terminators with Combi meltas and power axes. 110 points for the trio and they are guaranteed to pop one vehicle a game (almost) after deepstriking. They also let me have four heavy support options. Or they can ride in the land raider and threaten to counter something mid game.
With the LR they swell up to 350 points, but they are very good at their job of openning one tin can. Or threatening a trio of terminators chopping up things with axes.
No upgrades beyond the combi meltas as they're kind of suicide fodder.
I also have the Abbadon special.
5-10 chosen with five melta guns. 140-212 points.
Not much to say. They'll ride in the LR or a rhino, jump out and pretend to be firedragons, then charge whatever was inside.
I also have a new Abbadon model so technically I could take the armless wonder himself and make them troops (swapping the sorc lord for Abaddon and getting khorney in melee)
In fast attack I only have one lonely bike squad.
Four members, two with their TL bolters swapped to plasma guns for 140 points, 145 and they're veterans.
Fast moving plasma, denial units, counter-charge units with hammer of wrath and base 2 attacks (3 on the champ) with bolt pistols and CCWs.
I'd need to get my hands on two plasma guns, but I do like cavalry and this option brings two more plasma guns to the table which I'm a fan of. Yet at the cost of two obliterators, makes my heart bleed
So these are the lists I've endlessly been evaluating, tweaking and weighing against each other.
List #1, The first maybe the worst
HQ
Sorc + Kharn
(originally I coined this duo of tzeentch caster + kharn as the unholy alliance as kharn would sooner behead the caster than fight beside him tee hee)
Troops
CSM double flames (not vets)
Zerkers 3x C-axe
Zerkers 3x C-axe (no rhino, not vets)
T suns
Elites
Termintators +LR
Heavy
Havoc squad
Oblit x2
Oblit x2
Drops veterancy and two c-axes to fit everything in snugly. Was close to what I tested against tom. Problem is kharn is riding in a LR with his squad (they start out it then T1 hop in) this is dangerous because they're sitting ducks T1 AND they have a tendancy of entering combat sooner than their brother squad and that's no good for the 'zerkers.
List #2,
HQs
Kharn + Sorc
Troops
CSM flamer flamer
Zerks
Zerks
Tsuns -1 man (so 7 guys + sorceror)
Heavy
Land Raider
3x Oblits
Havocs
Elites
Five fingers of chosen CSMs.
This kit gets greedy and the only downside is it's running melta bombs on the non-kharn zerker squad (and no csm or chosen meltas but semantics). Going up to the full 9 man Tsuns squad is a possibility but at the cost of some upgrades here and there (maybe some flakk and c-axes could pay for another rubric).
Probably needs some more tweaking / finessing.
List #3 Obli-ously the best
HQ
Troops (same)
Elites
Chosen
Heavy
LR
3x Obliterators
2x Obliterators
This time the zerkers both have melta bombs, all troops are vets, and there's still 9 free points floating around for minute upgrades possibly (really only something like melta bombs on chosen or csms and maybe a combi-bolter (aka TL bolter) on a champion somewhere) or the aforementioned CYPHER ASPIRING CHAMPION
List #4
Pretty much the above list but running 5 bikers with two plasma guns instead of the five melta chosen.
A c-axe is dropped in this list to run Cypher.
List #5 the failbaddon special
HQ
Abaddon + Kharn (living together in pewter and finecast in my army box in HAAAAAAAAARMONY)
10 man chosen with 5x melta in the troops
Leaving 671 points for goodies.
Such as:
LR
4x Oblits
5x Bikers w/2x plasma
Oh wow.
That failbaddon list looks like everything I could want... except psykers...
Why must you be so hard to justify thousand sons.