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Winter Warm Up 1850pt 40k Tournament
#20
(18-11-2013, 04:43 PM)jaqenhgar Wrote: EDITED as I was 200 pts over...

Ok I am thinking of an expansion to my league list for this tournament, adding a second court and some annihilation barges:

Zahndrek and Obyron 345
Royal court - 2 despair teks (1with veil), 1 chronotek and a stormtek 155
Overlord - 2+ save, mss, war scythe 130
Royal court - 1 despair tek, two stormteks 80
15 warriors 195
5 warriors - NightScythe 165
10 immortals - tesla 170
5 warriors 65
Doomscythe 175
5 death marks - NightScythe 195
Annihilation barge 90
Annihilation barge 90
Total 1850ish I think...might be a few pts over.

Obyron Zahndrek, the chronotek (reroll ld tests, inv saves, deep strike mishaps, RP rolls etc) and a stormtek all in a 15 man warrior squad; the other lord with the warriors in a night scythe with two stormteks, a veil on the immortals. So two squads that can jump about, and one in a NightScythe, plus the juicy death mark unit with two despairteks to kill things with 2+ armour saves / high toughness. Oh yeah and 5 tesla destructors and a massive gun called a 'death ray' just to be totally epic!

What do you think? Has it got any chance vs things like the screamer council, wave serpent spam, or nicks centurions?!

I like the list Chris, I think it has a very good chance against most lists!

(18-11-2013, 06:20 PM)Nick1988 Wrote: While were discussing 'the meta' has anyone ever played a screamer council? Id literally have no idea what to expect or how to beat it!

I've not played one, but tomorrow night will change that...

Basically it's 4 Heralds of Tzeench, Psyker lvl3, which means they must roll once on the Tzeench Table and will change whatever the other rubbish powers are for the Primaris power Flickering Fire 24" Str5 AP4, 2d6 number of shots, plus 1 d6 for an additional warp charge expanded (max of 4d6 per Herald! I think it will be 4d6 for 3 Heralds, one will cast forwarding so will only have 3d6 lol) and thanks to another upgrade (transmogrification??) the squads shooting attacks are +1 Strength to 6! (Average is about 53 shots LOL)

The of the psychic powers are rolled on the Divination Table, which means 8 chances to get Forwarning (4+ Inv save), this is then combined with the Grimore which passed on a 3+ and boosts all inv to one unit within a certain range by 2, giving the squad a 2+ Inv save, the Tzeench basic ability is to re-roll any failed saves of a 1... this in turn gives them a 2+ re-rollable Inv save lol

They are also Jetbikes so have a massive threat range, have either 3 Str4 attacks each or can have 1 str5 AP2 attack and are fast attack so score in the Scouring mission.

Oh and watch out for a second exalted gift or reward or whatever they are called lol, the Portalglyph which is a marker that is placed anywhere within 12" of the user, it then scatters the full 4d6 but cannot go off table, then on a roll of a 4+ at the end of the Daemon players movement phase they get to choose a troop choice that enters from the Portal, at D6 in number.

Oh and they also have a slash attack which is basically when turbo boosting over a unit they get to slash at it with D3 Str3 or 4 attacks if they want...

Nasty nasty stuff

The rest of the list:

Fateweaver is a must, gets one re-roll per player turn, so that means the Grimore which passes on a 3+ is re-rolled if failed the first time, the Fateweaver can do this boost off table and is shockingly crap in combat, but catch him if you can... a flying MC that will fly on turn2 or 3 from reserve, hide somewhere (look for large LOS blocking terrain), next turn fly off again unless things are desperate. He also gets lots of rolls but all on different psychic tables.

Pink Horrors will basically deep strike down, are weak but will throw out a lot of shots as they have flickering fire 10 is 2d6, 10+ is 3d6 and 20 is 4d6 for number of shots.

The rest of the list will be a mixed bag of pure Daemons which means Soul Grinders and Flying Daemon Princes, I've heard of Guard being used as well as Chaos will a Helldrake... I can see the Helldrake being popular due to the return of Marines.

Hope this gives some insight into my next army lol!

(18-11-2013, 09:36 PM)Nick1988 Wrote: I'm either looking at.........

Captain Lysander 230
Chapter Master: Space Marine bike; storm shield. 165

10 Tactical Marines 140
8 Space Marine Bikers: Attack Bike (multi-melta); meltagun; plasma gun. 248

6 Devastator Centurions: Centurion Sergeant (omniscope); 3× twin-linked lascannon; 3× grav-cannon and grav-amp; 6× missile launcher. 560

Chief Librarian Tigurius 165

10 Tactical Marines 140

Stormraven Gunship: twin-linked multi-melta. 200

1,848 points

Or.........

Captain Lysander 230

10 Tactical Marines: flamer. 145
10 Tactical Marines 140

5 Devastator Centurions: Centurion Sergeant (omniscope); 2× twin-linked lascannon; 3× grav-cannon and grav-amp; 5× missile launcher. 470
4 Devastator Centurions: 4× twin-linked lascannon; 4× missile launcher. 370

Chief Librarian Tigurius 165

10 Scouts: camo cloaks. 130

Stormraven Gunship: twin-linked multi-melta. 200

1,850 points

Or finally

Captain Lysander 230

10 Tactical Marines: meltagun. 150
10 Tactical Marines: meltagun. 150
10 Tactical Marines: meltagun. 150

5 Devastator Centurions: Centurion Sergeant (omniscope); 5× twin-linked lascannon; 5× missile launcher. 470
5 Devastator Centurions: Centurion Sergeant (omniscope); 5× grav-cannon and grav-amp; 5× missile launcher. 470

Chief Librarian Tigurius 165

5 Scouts: camo cloaks. 65

1,850 points

I know they're all sort of similar but the differences could be massive in terms of how it actually plays! Any thoughts guys?

List 1 or List 2 for me, more mobility.




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RE: Winter Warm Up 1850pt 40k Tournament - by Embolden - 19-11-2013, 07:41 AM

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