Just got Imperial Armor 13, thinking about ways to bring the CSM back.
Chaos Spartan Assault Tank - 325
Death of Kasyr Lutein
Dirge Caster
Armored Ceramite
Relic Sicaran Battle Tank - 155 - Daemonic Possession - Dirge Caster
Relic Sicaran Battle Tank - 155 - Daemonic Possession - Dirge Caster
Chaos Sorcerer - 180MoN - Palanquin of Nurgle - ML 3
Chaos Sorcerer - 125 - ML 3
20 Chaos Cultists - 90
16 Chaos Cultists - 74
Herald of Tzeentch - 120 - Disc of Tzeentch - ML 3
Herald of Tzeentch - 120 - Disc of Tzeentch - ML 3
17x Pink Horrors - 153
16x Pink Horrors -144
7x Screamers of Tzeentch - 175
Sicarans and the Spartan Assault Tank provide a stalwart gun line while 30 units of daemonettes a turn push against the enemy.
Sicaran Battle Tank
13/12/12, 3 HP, Fast
Accelerator Autocannon - 48" S7 AP4 Heavy 6, Rending, Ignores Jink, Twin Linked
Heavy Bolter - The classic
Extra Armor - Free is the only good price
Daemonic Possession - 15 points to join the winning team.
Dirge Caster - Enemies in 6" can't fire overwatch. Daemons really like charging.
Daemonic possession pulls the hit rate to 75% but will combo with the ever-present cursed earth to give them a 4++, something every vehicle craves. This guy is simply an unkillable beast. Since the only sacrifice for moving 12" is snap-firing the heavy bolter, the range of the gun each turn in 60", or the whole damn table. This can safely stay out of Tau trickery and pull Wave Serpents towards you on hammer and anvil/vanguard strike. Awesome. I'm hoping these never die.
Spartan Assault Tank
14/14/14, tank, 5 HP
Two Quad Lascannon Sponsons
Heavy Bolter - Twin-Linked and Shiny
Dirge Caster - Yeah.
Extra Armor - See above
Armored Ceramite - No Melta. That's right, Extra Armored Ceramite. 20 points.
Death of Kasyr Lutein - "when Psychic tests to use Malific(sic) Daemonology are made by friendly Psykers within 12" of the vehicle, one D6 may be re-rolled for every Hull Point the vehicle has remaining...if the test is failed, the vehicle suffers a Penetrating hit..."(188). Not per turn, per test, and I'm standing by it until the FAQ tells me I'm cheating. Infernal legacies can't have daemonic possession, because fluff and because god, would that be cheap. I'm hoping this thing is invincible. Armored Ceramite is a necessity, because the armies that I would want to bubble-wrap against are the ones I want to jam Khorne-marked cultists into. This rule is so good and so damn cheap.
The unmarked sorcerer lives in the SAT with a squad of Khorne-marked cultists. Orcs can suck it with 80 S3 attacks in CC and 20 S3 BS3 shots before the charge. The sorcerer is rolling straight biomancy, hoping for endurance and iron arm. He's also my warlord, because you should put all your eggs in one basket. He rolls a psychic pet because we try to keep his rolls cheap, and because we don't have spare dice, or spare cigarettes, hippie.
With the SAT sitting between the pink horrors and the sorcerer behind, cursed earth radiating everywhere from the Tzeralds or the Sorcerer, daemons are born. I've taken to rolling eight dice to summon daemons for an 88% success rate. I think that five dice with re-rolled failures will be about as reliable. Six even more so. Why do I believe this? Math. I didn't do it, but it will back me up. The list starts generating 18 dice, so I can expect 21. If I have one cursed earth in the army, I'll roll four dice on it. If I have two, I'll go three. This is because mean people try to deny this vital spell. Three squads of non-scattering daemonettes will hit no-mans land with a 4++ with 17-18 dice, just about guaranteed. Thanks Kaysr Lutein, your death is going to be remembered in a lot of games.
The Nurgle Palanquin sorcerer hangs out in ruins with the rest of the cultists and takes a straight line on Malefic. To take more than one infernal relic, you need to have a sorcerer with Malefic powers, a warpsmith, or Abaddon. He's there to summon daemons with his palanquin full of ablative wounds. So, there he is, commanding the relics of the past with the Psychic Powers of Today.
Tzeralds take Malefic looking for Sacrifice and Cursed Earth. Divination is almost useless because we don't have reserves, don't need more rending, don't need twin-linking. If you have Sacrifice and Cursed earth, try for a bolt of change.
So we're summoning daemonettes, unless we're fighting Knights, in which case we're summoning plague bearers or screamers. The daemonettes choke the middle of the board while the screamers flank, leaving a trail to capitalize on cursed earth if the enemy can ignore cover. They want to kill whatever the RSBTs can't or won't, which is high armor vehicles or backfield blob squads. The three tanks should be able to focus-fire one or two vehicles off the board a turn, or take off 4 HP on a Knight. Fast RSBTs can push towards a gunline to keep overwatch down with their dirge casters. The cultists and support sorcerer are only coming out if there is something too numerous for daemonettes to deal with that is also very weak - but they are an almost guaranteed Hot-and-Delivered ObSec unit for the end of the game.
Against an assault army, the endless buffer of daemonettes should eventually topple the assault back.
Against a shooty army, the tanks should soften the anti-infantry before overwhelming with daemonettes.
The renegades and heretics section is giant, and never having played AssMill it's a bit to digest. The whole book is giant and complicated and quite beautiful. I'm tempted to use them to choke the backfield with 3 point bodies. I'll probably always play them as an ally because I don't have the models and because they're made to be allied, taking the same slot as CSM, so I can finally have sweet hordes of wailing weaklings working for warp warlords.