So I have begun using the Slaanesh seeker chariots now. At first it was only a single exalted chariot and that sucked. But then I took the plunge and bought two regular seeker chariots and I couldn’t be happier. These bad boys almost always earn their points back and use up that pretty rarely used heavy slot for the daemons codex. Here is their breakdown:
Underestimated: yep, you guessed it. Frankly, if there is a big monster on the table and a seeker cavalcade, guess who is gonna get it…it’s not the seekers. These guys consistently get in close. Now this is something that doesn’t appen many more times after the first, but it’s great at first.
Guaranteed hits: that’s right! No whiffing with this guy. I generally run 1 exalted and 2 seeker chariots. That’s 8 D6 of hammer of wraith hits. On average, every two dice will make seven hits. That’s 28 hits. Against marines, that’s 14 wounds at I10, about a third of them being rends. Those big nasty T6 monsters out there die to them handily as well. Gaunts and guardsmen die even faster. Then, you get the charging exalted alluress attacks as well.
Rewards!: if for some reason you have extra points, you can dump it on these guys to make them even more versatile. For 60 points, you can give them all a lash of despair. That’s another 6D6 S3 shots. Great against Tau and Eldar. Or, if you are against an assault army, you can make e riders even nastier and give them greater ether blades to have S4 AP2 rending attacks. Either way, it makes that 60 point chariot packing a lot of pain.
However, they do have a lot of cons-
AV 11: no explanation needed. These guys are squishy. Not as bad as AV10, but they aren’t hard to crack with heavy weapons, are open topped so those AP1 melta guns make it go boom on a 3+, and they become less effective damaged so after delivery they don’t survive too much longer if you overextend your front.
They don’t lock the enemy: this is key. When you assault the enemy, you don’t lock him in combat. He can step back and blast you to pieces, and if that fails, assault you and destroy the AV10 rear armor (because it is still just a vehicle) with krak grenades.
The rider dies when the ride dies: when the chariot goes down, so does the rider. I sometimes take a herald in an exalted chariot or seeker chariot for exactly this reason.
If they become immobilized…you’re screwed: it relies on assaulting. Guess what, you get immobilized, you’re done. The only exception to this is if it gets stuck someplace convenient and acts as either a) a roadblock or b) it has a lash of despair and is within 12″ of the enemy.
They are squadrons: this is useful to pack a bigger punch, but nothing like having one assault cannon drop three chariots on a good roll.
Overall, they are a vehicle I would recommend for any army or allied section. Allies especially as they provide that swift kick to the ass that some of the CSM armies lack. Consider it sort of like a crappy demolition derby. For CSM I would suggest three seeker chariots stock and running them Down the edges and striking a flank. For a hammer and anvil type attack, hey work to get a unit behind very well being able to move 12 and then flat out another 18 for a whopping 30″ move. Pretty much only Eldar get away. They are great for putting the heat on crisis suits, especially paired with grimoires. Give them a 3++ and they are nasty. Flop the roll and they move quick enough to get to safety.
Well, thanks for reading,
So, it’s my bi-weekly blog entry (it’s turning into that it seems). This past Saturday I made it to a tourney. First one in a long time. It was a 1000 point list and I had one goal: Try out some new stuff. So, I ran my daemons. I ran this list:
Lord of Change w/ Exalted reward
Great Unclean One w/ Exalted Reward, ML 2
16 Bloodletters w/ Banner of Blood
Exalted Seeker Chariot
I really wanted to try out the chariot and lord of change. I used my floating eyeball, on suggestion of a friend. This is the model I used
It’s really one of my favorite conversions. I just wanted a way to use this guy more often. Also, I wanted to really try out the seeker chariots more. So I ran them. Well…the seeker chariot was a bust, but largely because it was alone. The lord of change was fun, but he is very much a middle of the road MC. Yeah, divination is cool. However, having no shooting that can reliably even get shot simply sucks! That deny the witch pops up at ugly times. So, I went 1-2, not my best. However, I did walk away with best HQ model painted, and while I don’t have a nice lightbox pic of it, here it is from the store’s FB page
Ironically, though he is a nurgle lord, I rarely use nurgle lords in games.
So, with my winnings and a previous win, I picked up 2 seeker chariots, determined to use these guys more because I just love chariots. Can’t beat all those auto-hits, not rolling for difficult terrain (well, 3D6 that is) and the potential for a devastating hit.
So last night I ran a 1500 list. It’s a throwback theme from a long time ago to the concept of the “Brazen Host”, a Khorne led Khorne and Slaanesh host led by the Bloodthirster Gore Lord (WD 368). It was daemons with CSM allies (basically, summoned daemeons by the CSMs). I ran:
Herald of Khorne w/ Exalted Gift on Throne of Blood
Herald of Slaanesh w/ Greater Reward and Loci of Beguilement on Steed of Slaanesh
16 Bloodletters w/ Banner of Blood
Seeker Cavalcade w/ Exalted Chariot and 2 Seeker Chariots
Chaos Contemptor Dread w/ Powerfist, Chainfist, 2x melta guns, Extra Armor, Dedication to Khorne
9 CSM w/ Mark of Khorne, extra CCW, Melta Gun in Rhino
Predator w/ Lascannon Sponsons
He ran a mixed CSM and Daemons list as well, running mono-nurgle w/ plague marines and Typhus and a daemon prince as well as a helldrake w/ baleflamer. All in all, significantly less models.
I’ll just hit on the highlights of some of the units I was testing.
He wet first, but due to a shortage of shooting didn’t do much. He did advance the plague drones which had been grimoired. This allowed for my seeker cavalcade to get it’s first true attack. Slamming all 3 into them drones, I scored a whopping 27 Hammer of Wraith attacks, dumping I think 6 or 7, doing 2. My alluresses had 15 more attacks but did nothing. However, he failed to get any wounds past my saves and then int turn rolled a 10 on his instability (with an icon, means 4 wounds). With that he tried to run, the chariots ran him down the next turn, followed by the chariots hammering the daemon prince down the following turn, leading into the last turn of combat.
My daemonettes outflanked with the herald. With that, to protect them from the bale flamer I ran 8″ and bubble-wrapped his own unit of plaguemarines to minimize the bale flamer hit. He assaulted them, but with the herald with a greater ether blade and rerolling all misses, plus what was still 14 daemonettes at that point after shooting the plaguemarines did not fair well and died in two rounds of combat against the daemonettes.
The center combat which eventually included
Herald of Khorne, Herald of Slaanesh, Bloodletters, Daemonettes, Seeker Cavalcade, Typhus, Plaguemarines, Plaguebearers, Herald of Nurgle, and the Contemptor Dreadnought decided the game.
The combat had ground on for a few rounds. The plaguebearers had the ability to glance the contemptor to death, but needed a 6 to pen. The bloodletters, herald of Khorne, Contemptor had battled it out for a few rounds with Typhus, plague marines, and the plaguebearers. The contemptor was killing a few plaguebearers each turn, the bloodletters being wholly ineffectual at hurting typhus with his 2+ and FNP (which he made a HUGE number of).
The last round of combat the daemonettes assault in as well as the chariots. The chariots scored a massive 32 hammer of wrath hits on the plaguebearers with 11 wounds and 6 unsaved wounds. The daemonettes swung next and finished off all but the herald who had one wound left. After this the contemptor swung at the plaguemarines and wounded enough to push through to typhus. He fails two one invuln and the S10 wound killed him. He had lost by 14, so the instability test was not good for him and the herald died. We called it at that as he only had the helldrake flying around.
I learned a few valuable lessons. First, Seeker Cavalcades against assault oriented armies are brutal. I will try them out against a more shooty army next week. Also, the daemonettes with outflank and acute senses made getting them into combat significantly easier.
Also, the predator did nothing except almost kill itself to “Gets Hot!” from weapon virus (Typhus). The major problem was a lack of anti-air power. I may drop 20 points somehow from something else and swap it out for a soul-grinder or I could go ahead and opt for a squad of Auto-Cannons havocs for the same cost (though I like the good mix of AV and toughness to make it difficult for people to put the seekers high on the target priority list).
The close-comabat oriented Contemptor was very worthwhile, but I am just not sure if it beats out the butcher cannon variant for cheaper. I COULD swap out the close combat contemptor for a dual butcher cannon contemptor and then drop the predator for a soulgrinder (stock) of Khorne. If I then dropped another 20 pts (not sure from what) I could pick up baleful torrent. This would give me some skyfire and a unit that can crank out 8 S8 shots at BS 4. But, I think I will try the list as is at least once more.
Thanks for reading,
So, as the name suggests, I have decided to face this impending threat. I got ahold of a copy of Stronghold Assault and it works as a very good counter to escalation. I have always like the ideas of fortifications…guess it’s the Sapper in me that always looks at ways to fortify and build up. I arranged a 2,000 point game against a local IG player with more super-heavies than most gaming clubs…actually, I think he has more than the store he plays in. My only request was that he not bring S D weapons as I truly have no desire to run against that madness. I will be playing a list, likely with elements from Stronghold Assault so I can review that. This is as far as I have have gotten. I can’t decide on a list. I have built several, all brutal and nasty, but I am still looking at going toe to toe with about 1500 points of guard and I can’t only build to kill that super heavy.
Pure Assault. This list hits hard…and hard. Pretty much everything, on the charge, can crack an AV 10 armor easily and even AV 12 rears don’t stand much of a chance. It’s a mixture of all the daemonic gods, so it’s pulling from a little bit of everything. Against a superheavy, I need a little bit of extra time to close that gap…thus a void relay network to give all my units an AV 12 cushion.
Bloodthirster w/ Exalted and Greater Rewards. This guy, with a void shield and his flying will close the gap and make short work of anything in his way.
2 daemonic heralds: Nurgle w/ ML 2, Greater reward, and FNP Loci and also Karanak to start a wee bit closer.
4 Bloodcrushers w/ Banner of blood. These guys are too expensive for a T4 3 wounder against a super heavy and the inevitable number of lascannons he will have. But being cavalry, they will close that gap fast and even 4 can cripple a flank.
4 Flamers. Plain and simple.
2 x 15 bloodletters w/ banners of blood and 15 plaguebearers w/ generic icon. The bloodletters can crack everything BUT a superheavy…and the plaguebearers will be useful to put down a superheavy with the blades.
Fast attacks: 8 hounds and 5 screamers. Again…fast and nasty.
Heavy: Soulgrinder of Slaanesh w/ baleful torrent. He is as much here for the close combat power as he is for the shooting.
Void Relay Network w/ 2 generators (3 shields each) and 1 Promethium pipeline (used here only to connect the generators as I have nothing that will benefit from siphon fuel…though they do provide 4+ cover)
Bottom line: Everything is fast, nasty, and with the void shields he is going to either get very lucky and glance or pen the first three hits of the first three shots, or I am going to get a little less of a beating running across the table.
List 2: Instead of going the lots of assaulty units, it is a smaller and more elite army of Black Legion and CSM
Black Legion (Primary) w/ CSM (Allied)
Jump Sorcerer w/ML 3 and Last memory of Yuranthos
Be’Lakor (CSM HQ)
2 Mutilators w/ MoN
9 Chosen in rhino w/ Power Weapon, 2 Meltaguns, and 3 flamers
10 CSM w/ 2 Meltaguns
15 Cultists w/ 14 Autoguns and a flamer
8 Raptors of Khorne w/ Icon of Wrath and 2 meltaguns
2 Obliterators of Nurgle
Fortifications: Same as last time. Void relay network w/ 2 generators and 1 promethium pipeline. This time though, w/ flamers in the list and infiltrate, I can really put them to use.
This list is a little cheesier. Rocking up to psychic powers cast every turn, and knowing I am starting with puppetmaster means that things are a little different. However, I don’t think it’s cheese to a ridiculous level. If I dropped Be’Lakor, I would simply pick up 2 squads of Havocs or Chosen to infiltrate in and up the oblits and Mutilators (which may also be infiltrated).
Well, those are my lists I am deciding between. Maybe some tweaks left or right. It will certainly be a learning experience, but he doesn’t play me often so I hope to catch him as off guard with my play-style and armies as I learn how to contend with baneblades and storm hammers. Either way, the key to winning will be several things- Prioritization, concentration, and pure and absolute aggression. Those void shields will realistically net me a single turn, maybe 2 if I am lucky. That means I need to be on him as soon as possible.
Well, thanks for reading. Would love some comments on ideas for lists.
So I find myself mores excited about the upcoming break from school for painting more than playing. Right now, I have three projects of hefty caliber lined up on my desk, one from each of the armies I have and another in the works. Essentially, I am making a kick ass model for each of the painting categories.
25 mm- the slaanesh sorcerer. He has had little love paid towards him last few days but I finally got the last bit for him. I need to finish up the marines flamer spurt, GS some tormented souls on the jump pack, do up the ground (still not sure what I want for a base…thinking green as marine will be blue and sorcerer will be pink so grass with bits of scorched grass in there). Then finish the marines foot, remove the blue tack and start gluing minor components on, paint, then attach major components after painting. His imagined paint scheme will be a dark pink worked up to a super bright pink with emperors children sign on his shoulder. Need to pick a company for the smurf (thus a edging color…I will likely refer to my local SME on smurfs for this one). The trimming on him will be black with metallic details and purple loincloth and lenses. The whip will be black crackling with either purple or blue lightning (which will wrap onto his hand to indicate the power source is the sorcerer himself).
40 mm- this one is still in the planning stages, nothing hard yet.
60 mm- yeah…nothing for this one yet either.
Monster- the big bad ice thirster. Planned out his base, working on making icicles, plotted out the color scheme. Slow going on this guy. Oh, gotta get new brushes before I tackle this guy as he is so big I don’t want mistakes.
Squad- converting a squad of storm vermin into storm Troopers with the infiltrate doctrine. They will be armed with fantasy hell rifles (the multi-barreled ones) and I am going to convert them so that they are crouching. After that I am going to use dunked bases to make them emerging from water (cutting off some of their feet) and put ghili suits on them. Cool part will be some of the strips of cloth will “float” on the water to give a dynamic sense of motion.
Diorama- either a diorama on the battle of rynns world or a diorama called over the top with IG going over a trench line wearing bretonian style pan helmets (sorta think WW I). Big thing here is that it will have a back drop depicting the rest of the battle and the explosions in the distance and I have some orks for the close in enemies. Get some concertina wire for the obstacles for the orcs. Put little letters stabbed into the trench wall with knives and at the bottom have a commissar shouting and an officer with a whistle or bullhorn or something. Overall, fun to make.
Yeah, so I am pretty well set up for the next quite a few months… Should be a blast!
On that note, my khorne army is coming along. Made some progress on them blue hounds and bloodletters. Need to attach the bloodletter heads, finish up the hounds, do basing and details on both then I can start working on the ice crushers! Hopefully my khorne army gets some luvin come February…they need it!!!!!
Hey, thanks for reading,
Well, summer for 40k is now over for me and I reflect back on my growth from the summer. A few things of note have happened and I have realized a few things-
-All comers lists play well against many lists, rarely have an achilles heel but can be tough to achieve the clinch and finish the fight with. My artillery, blob, Mono-Khorne, and Mono-Nurgle have all done well but only when I went all in for this army build.
-With the coming of 6th, fliers have emerged as just frankly, gross. Nothing irks me more than terms such as “auto-win” besides players who jump armies and show up with un painted and often unassembled forces just to play “what’s hot” and often win. Then they use those earnings to buy the next hot thing. It actually makes me loathe the idea of a new daemon book as I don’t want parasites like that playing a codex I enjoy…making everyone see daemons as broken. It’s fun to be the underdog. 😀
-I suspect that GW will do a massive errata and unleash flakk missiles to all ML for a nominal points per model….ending the reign of fliers and putting them in their place.
-Allies add a diversity to the game will be fun and should be used. However, I see comp showing up more now to balance out some broken lists. While no one forces people to play army a over army b, a venue could lose tournament showings if the same lists win top every tournament. Currently, few people enjoy playing the necron players at my own FLGS, and I will not play them (with the exception of one or two of them) if I have the option. Too hard? No, as my daemons have never lost a game against Necrons, truth be told. Daemons, who excel in close combat, devastate necrons in close combat and fliers won’t change that (or claim/contest for that matter). No, it’s the player type. Necrons have lots of good combos and are a top tier army, however the player type it attracts at my FLGS is unsavory to me. I may be unsavory to them…all the better.
– Heavy mech lists such as imperial armored company, should it make an appearance as some rumor suppose, in regular 40k will be brutal as you can now no longer stop them from firing. Parking lots are still annoying, but with the addition of allies no army remains unable to deal effectively with them…oh, and now that plasma can destroy the firing vehicle with hullpoints I suspect there will be far fewer las/plas Razorbacks.
-My tournament results this past summer (as well as game experience) I believe has established me as, more or less, a strong player. Before I had struggled for front or even sometimes middle of the pack but now I feel I can safely assume I fall in top 50% or greater. My win/loss/draw ratio has finally broken the 50/50 mark with more wins than losses (heavily padded though with Mono-Nurgle and Mono-Khorne wins).
-Mono-Nurgle will be my army of choice for the time being. With the exalted chariot of Slaanesh coming out, I may find myself picking up some more seekers and daemonettes (goal is 20 seekers, 40 daemonettes, so 3 boxes of seekers, 2 boxes of daemonettes) for a mono-slaanesh force. But that is a long ways off. Hopefully Khorne gets a boost in the coming months, but barring that my mono-nurgle with allies will be the way I go.
-I find myself playing a net list. Which is great and horrible at the same time. In november when I first started my tally list, most saw it as a fluffy list with little chance. December it was 8-2-1 and I was on the top table (which I lost due to a lack of speed). After that, most people saw it as a strong list, but not overpowered it seems. Now, with many changes and allies the tally list has become a “net list”. Should I change my list to avoid being considered a net-lister or drive on? All the locals at my FLGS know I have played this list for about 8 months now, long before 6th. This is a decision that will have to be made in the future.
-I realize that the people I enjoy playing against the most (People such as Thor from Creative Twilight, Shiny Rhino from Bolter and Chainsword, Hippie, Lucas from Creative Twilight, and a few others) I NEVER play in tournaments. It seems tournaments are often 2 or 3 games against people I don’t play against often, and frequently, make me not feel like playing them afterwards. Makes me debate going to less tournaments and saving my 40k time for weekly practice games.
Well, those are my thoughts and reflections of the past few months (and a little ranting…which frankly if you read here you are used to).
Thanks for reading!
So last night at the FLGS was the last night of the tournament. I was essentially an objective mission with only one objective in the center. He ran a DA Deathwing list and I ran a Khorne Heavy list (mainly because that is how the vet abilities fell). I ran, for 2000 points,
Bloodthirster w/ might and blessing (Had Preferred enemy)
4 x Bloodcrushers w/ all options (Had Hit and Run)
4 x Bloodcrushers w/ all options
14 Bloodletters w/ fury of Khorne
10 Plaguebearers w/ Icon (also had furious charge and hit and run)
15 Daemonettes w/ Icon
Soul Grinder w/ Phlegm
DPoT w/ bolt, gaze, breath, armor, and master of sorcery.
5 x THSS Terminators
5 x PF and LC Terminators
3 squads of 5 terminators with 3 PF, 1 CF, and 1 PW.
4 squads had a cyclone. 1 had an assault cannon.
He also ran a LR Crusader, a LR (normal), and a land speeder with multi-melta and rocket launcher.
I did not get my preferred half. I got my Plaguebearers, Daemonettes, Soulgrinder, and DPoT
Early game he deep struck his terminators (2 squads of them) and ran them. I deep struck, shot up one squad and managed to kill a single model. On his turn two (he went first) he did some more shtooting, and assaulted and destroyed the soul grinder. He had 2 terminators remaining after assault. During my turn I killed the rest with my daemonettes and DPoT. By his turn three everything had come on the table. I noticed he was holding back from the objective with his LC squad and his THSS squad (in LRs). So I destroyed the other three foot squads and then started to work on the vehicles. Belials squad got out and ran through the remaining 4 or 5 crushers, the last 3 bloodletters, and the skulltaker (as well as 9 plaguebearers….failed to roll a 1 or 2 on the Hit and Run…Ultimately, the LC squad, both land raiders, and half of belials squad fell to the Bloodthirster (who has been renamed “Seabiscuit” at the LGS). With the rerolls to hit AND WS 10, meaning his terminators only hit on a 5 and wounded on a 6 (or two in the case of THSS), and then had to crack his 4++ save. Ultimately, I ended up tabling him, but it was a really good game. This was my opponents first game in 5th edition and he had been limited on army selection due to his limited numbers of models owned.
Thanks for reading,
So last night I played the third round of a campaign which allowed me to completely modify my list from last weeks (See blog entry: Nurgle Defeated!?!) It was a team game of 750 points each and it was supposed to be on a ship so the walls were impassable and blocked LOS. There were lots of narrow corridors and hallways with two or three good sized rooms that ultimately turned into bloodbaths….
So, the mission was spearhead deployment, 5 objectives seize ground on a 4×4 table. Daemons deep striking reduced distance so as not to mishap on terrain but could mishap on units (friendly and enemy) same as normal. All attacks were also rending.
Bloodthirster w/ unholy might and blessings
4 Crushers w/ wound abuse stuff
2 squads of 5 bloodletters
8 flesh hounds
My partner fielded-
2 squads of 5 pink horrors w/ bolt (one with changeling)
2 squads of 6 flamers
So of course, we do not get our preferred halves (neither of us, so a total of four squads to start). We went first and dropped one squad of flamers, one squad of horrors, and both bloodletter squads.
We deep struck towards the back, the opponents, running lots of infantry and two walkers and player SoB and VSM (with Sicarus…the guy with the roman plume on his helmet). We did some shooting, did some running. The went, moved, didn’t shoot at all (no targets). Our turn was to be glorious…until we epically failed…at everything. The two squads of bloodletters assaulted the walkers. Against the dread, I am not terribly surprised. However, I never even rended to TRY to hurt it. Agains the AV 11 penitent engine however I am disappointed that not a single hit got through. Oh well. The bloodletters agains the penitent engine died, against the dread only 2 died. We had gotten everything in from reserve except for the thirster and it just sat there. We killed a bunch of stuff with flamer attacks (a SM dev squad I think and the SoB command squad). There turn saw the death of most of one horror squad, the last of the bloodletters, the masque, and both squads of flamers.
Our third turn (we went first), we started to pick things back up. The thirster destroyed the penitent engine while the bloodcrushers arrived and moved in to help out, standing there cuz they just deepstruck. The hounds moved around and had a terrible fleet roll so they opted to stay out of combat. The full squad of horrors penetrated the dread twice and immobilized it and stunned it. During the opponents turn they killed the full squad of horrors, knocking my teammate to only one squad left on the table (which promptly sat on an objective so we COULD win). Sicarus assaulted the crushers…and died while inflicting no wounds.
Our fourth turn things looked very grim. To then we had killed 2 small squads and a walker and we had lost all but 4 (of 10) squads/units. The hounds moved and assaulted the seraphim to the south and the thirster plowed into the fray into some sister Vets. The crushers moved north to the objective still held by the enemy. The hounds attacked and rended enough to kill 3 of the four seraphim. They lost by three and ran, and were then swept. The thirster killed 3 sisters. That combat would last five full assault phases until he killed the SGT with a massive overkill of three wounds. They did manage to put one on the thirster, knocking him to only 2 wounds left. Their turn was movement and assault on the thirster with the sisters already in combat.
Our turn five saw the crushers moving out into the corridor to contest the enemy objective. The thirster combat continued. The hounds assaulted three SM holding an objective and killed two, winning by one. The assault persisted. Their turn six saw the sisters assaulting the crushers after shooting them with melta weapons and pistols. The assault failed and the sisters fell to the crushers letting them consolidate fully onto the objective and surrounding the last of the SM holding the northern objective. The hounds were assaulted by the last full SM squad, killing all but three, and suffered 2 wounds themselves as well as the SGT from the last squad. The assault persisted.
We had a turn six and seven.
Turn six of my assault phase saw the end of the sisters fighting the thirster. Hooray! Props to the nuns, they put up a fight. The crushers destroyed the SM to the north. During my assault phase the SM in combat with the hounds killed the hounds and lost one, leaving only the multi-melta and melta gun marines alive. During their turn they move onto the objective and fire at the thirster and fail to wound (one failed to wound roll, one save from the thirster).
At turn seven the thirster assaults the last two space marines and they fall to him on the assault.
We win a hard win with only a single objective held my 3 horrors.
The vet skills to come out were preferred enemy for the thirster and hit and run on the crushers. Should be handy with having furious charge and all. 🙂
So next game will be the final battle for the imperial fortress.
thanks for reading,