Here is a little something I’m playing with lately. It’s still in its rough stages but I think it has some potential.
Primary: Imperial Guard
HQ
Command Squad – 50
Lord Commisar – 80
Camo Cloak
Troop
Platoon Command Squad – 50
4xFlamers
4 Infantry Squads – 260
Auto-cannon, Melta Bomb
Platoon Command Squad – 50
4xFlamers
2 Infantry Squads – 120
Autocannon
Fast Attack
Vendetta – 130
Vendetta – 130
2 Hellounds – 260
Heavy Support
Leman Russ Executioner – 190
Detachment Total: 1,320
Allies: Chaos Space Marines
HQ
Sorceror – 135
Lvl 2, Terminator Armor, Force Mace, Burning Brand
Troop
5 Chaos Space Marines – 110
Rhino
Fast Attack
Heldrake – 170
Baleflamer
Heavy Support
5 Havocs – 115
4xAutocannons
Detachment Total: 530
Total: 1,850
That’s what I’m looking at for the moment. It packs six scoring units (assuming the large squad is fully blobbed) in as well as a solid fire power base. It has four torrent flamers, two of which are AP3.
For the CSM allie the Sorcerer is a disruption unit that, hopefully after pulling down a good power or two on biomancy, deepstrikes into the enemy backfield to run around messing with support units. The Havocs are extra firepower for popping light mech or putting wounds down. The troops are just some extra scorers that might be able to drive 18” up the table on turn four to deploy on turn five if they live that long. The rhino is also because I want to use my Forgeworld Iron Warriors Rhino stuff J. And naturally I don’t have to explain the Heldrake.
For the guard I included the Lord Commissar for two reasons. The first was to add the camo cloak for increased survivability in the blob and the second was to have a harder to kill Warlord. The Executioner seemed like a good bet. I’ve fallen in love with plasma templates and since it doesn’t get hot it can do some long term damage on a very resilient platform. The big blob is for board control and the other infantry squads are objective holders. The flamer PCS’s go into the Vendettas for some late game burning/objective grabbing. The Hellhounds add some much fun burny but also a way to lay down a lot of wounds at a longer range (12” move + 12” range + template). And finally everyone’s friend, the Vendetta J
Those are my thoughts. Some of you will notice I pulled the power weapons from my blobs. The reason is that in this list they aren’t the killer blob. They are the hold stuff up blob and the points were needed for the Commisar Lord.
Hulksmash 54p · 634 weeks ago
Two thoughts on your comments
1) Plasma weapons fired from tanks still over heat (6th edition change from 5th edition)
2) Though the recent FAQ is misleading, units arriving from reserves can not cast psychic powers during the movement phase. It is clearly discussed in the reserves section of the rulebook. However, if the Libby was on the table and a unit arrived from reserve, then he could cast a power on them due to order of operations.
Hulksmash 54p · 634 weeks ago
2) I understand the pyschic rules for arrival and casting. It's more for having them on subsequent turns. And if he's got Iron Arm he's more of a threat to get rid of this turn. Because if you don't he's going to turn into a beast. Probably wasn't super clear :)
hyv3mynd · 634 weeks ago
A traditional necron/BA av13 wall seems problematic also.
IDK if a lone sorceror will cause enough disruption for 135pts before he eats a single melta shot.
Antebellum · 634 weeks ago
Hulksmash 54p · 634 weeks ago
As for the AV13 wall it might be a problem but I haven't run into in ages and don't expect to. In the case of BA's they don't have the damage output at range and to get close would risk being charged or exposing their sides. Against Necrons they do decent damage but are hella expensive outside of the Annihilation Barges which I don't worry about to much.
And regarding the sorceror he's an experiment. He's coming down on turn two as a rear field disruption so I'm not worried about meltaguns still being back there. I am worried about dev. squads with St8+ Ap2 but if that happens I'll attempt a less risky deepstrike in favor of hiding the until I get my powers off. But yeah, he's still totally an experiment. Though I've had good luck with Solo Paladins in a similar but less tough role.
Tomb King · 633 weeks ago
winterman · 634 weeks ago
Hulksmash 54p · 634 weeks ago
Ragnarth · 634 weeks ago
Guest · 632 weeks ago