Type | Unit | Cost |
HQ | Huron Blackheart | 160 |
HQ | Sorcerer | 60 |
Nurgle | 15 | |
Force Axe | 0 | |
Mastery Level 3 | 50 | |
Sigil of Corruption | 25 | |
Palanquin of Nurgle | 40 | |
Troops | Cultists | |
30 Cultists | 130 | |
3 Heavy Stubbers | 15 | |
Troops | Cultists | |
30 Cultists | 130 | |
3 Flamers | 15 | |
Troops | Chaos Space Marines | 140 |
10 Marines | ||
Power Axe | 15 | |
Gift of Mutation | 10 | |
2 Melta Guns | 20 | |
Rhino | 35 | |
Troops | Chaos Space Marines | |
10 Marines | 140 | |
Lightning Claw | 15 | |
Plasma Pistol | 15 | |
Gift of Mutation | 10 | |
2 Plasma Guns | 30 | |
Rhino | 35 | |
Troops | Chaos Space Marines | |
5 Marines | 75 | |
Power Sword | 15 | |
Gift of Mutation | 10 | |
Plasma Gun | 15 | |
Rhino | 35 | |
Havoc Launcher | 12 | |
Troops | Chaos Space Marines | |
5 Marines | 75 | |
Power Maul | 15 | |
Gift of Mutation | 10 | |
Plasma Gun | 15 | |
Rhino | 35 | |
Havoc Launcher | 12 | |
Fast Attack | Heldrake | 170 |
Baleflamer | ||
Fast Attack | Heldrake | 170 |
Baleflamer | ||
Heavy Support | Havocs | |
5 Havocs | 75 | |
4 Autocannons | 40 | |
Heavy Support | Havocs | |
5 Havocs | 75 | |
4 Autocannons | 40 |
This is admittedly more take two, move on than I like, particularly in lacking a big threat. I can infiltrate the Rhino with the 10 man melta squad, allowing me to be reactive and aggressive against heavy unit deployment. If I get 1-2 more infiltrates, i can get my other rhinos even closer to my opponent, fulfilling their purpose faster and placing them better.
Two squads of Havocs sit in back along with the Sorcerer and his blob in cover, Lord and his blob deploy more aggressively, depending on the mission.
2 min size CSM squads, not likely to kill all that much, but can tie up a unit in combat (I take ccw/bp on the normal guys). I want the champs to take gift and a pw of some kind because I like that aspect of the book and I want to fight as many challenges as possible. In the list I have 4 different types (lightning claw, sword, axe, and maul) but that's mostly because I'm still feeling out what I like on these squads at these sizes. 5 man squad with an axe is nice because it can threaten rear armor at S5 with the AP2 bonus, plus can kill anything if it gets its attacks off. Hopefully gift is a good roll. On the other hand, power mauls at S6 wound infantry on a 2+ and slaughter (double out) GEQ models which generally are 4+ armoured. So, more glances and pens, hits at initiative, much worse wound count against 3+. The sword is not good at anything but killing Marines in close combat, assuming they dont go first or have multiple wounds.
Huron in the big blob is a fun unit. 4 flamer templates in one unit with fearless and oh yeah, he's a psyker. Sort of. I can't wait to put that unit on the table. I could stick Blackheart in a marine squad too if im worried about losing him. Could do the same with the Sorcerer.
So, not that much fun in the list (now I'm going to punch up a purely fun list) but a lot of consistent if unnecessarily invested in models. Basically my way of playing 40k. I should hold objectives very well, the rest I will have to see.