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Ok, I have been away for a few years. I love the WB for the aesthetics, the red armor, the banners, the script on the armor. But I also like my old chaos lord on foot and termies. So I have ordered the new legions codex but I have a question before it arrives. Could I run the lord and termies as the Khorne formation that allows the extra move? And the rest of the army as WB, with cultists and sorcerers? Oh and some hell brutes with a horde of cultists? Edited by sunspear

Yeah lvl 3 Sorcerers might be the way to go. That way you should still get some summoned dudes at the start even if you roll a double 1 like me for Warp charge and Scripts.

I think I would be even more inclined to only roll Malefic using a lvl 3 Sorcerer. The powers you really want is of course the Primaris, but Sacrifice is huge (really, the one thing that even kept me in the game I played!), you generally only need one dice to pull it off (3+ with reroll), so summoning while being safe from Perils. 

Cursed Earth is also one of those really powerful powers, just because of the safe Deep Strike for your summons, and Possession is great when your Sorcerer is about to die.

 

I got Incursion units so that one is fine for me. It's just that it's not really all that much better than the primaris. Perhaps the Crushers are a bit more useful, but just got Fiends so it's a wash.

 

Ok, I have been away for a few years. I love the WB for the aesthetics, the red armor, the banners, the script on the armor. But I also like my old chaos lord on foot and termies. So I have ordered the new legions codex but I have a question before it arrives. Could I run the lord and termies as the Khorne formation that allows the priest extra move? And the rest of the army as WB, with cultists and sorcerers? Oh and some hell brutes with a horde of cultists?

 

I guess there was some Auto-correct incident here, since I don't get what the "priest extra move" is? Pre-game? If so, that's the WE Butcherhorde detachment special rule (2D6 free move at the start of the game), so you would need basically a full WE army for that, a Warband + Aux.

So, you would need 2 units of Khorne CSM + 1 fast Khorne unit + 1 Havoc/Helbrute Khore unit to accompany your Lord and Termies. Give your Lord the Talisman of Burning Blood and he gets +3" move, run and charge moves. 

 

The formations that give extra move are the Hounds of Abaddon (one run+assault in the same turn) and Maelstrom of Gore (Fleet and +3 to charge range). None of those can include Terminators though.

 

Cheapest way to just get your Termies would be a WE CAD with 1 Lord, 1 unit of Termies and say 2 units of Khorne Cultists, then you could give your Lord the Talisman of Burning Blood.

 

I have a bunch of units (Noise, PMs, Berzerkers, TS) that I will include using other Legion formations. Actually thinking about repainting the red on some of my Cult units to black, then I have a proper BL army in addition to my WB. :smile.:

Edited by totgeboren
Yea Totgeboren it was an auto correct mistake, fixed it. Thanks for the info. I'm still trying to figure out how formations and detachments work. Now I have something to think on. I don't was just trying to figure a way to get my lord and termies to be viable in the game. Maybe in a land raider?

I have a unit of TS+extra TS Sorcerer and a bunch of old metal Beastmen that will be painted as Tzaangors. I'm planning on using a small CAD of TS (Sorcerer as HQ, TS and Tzaangors as Troops), give the Sorcerer the Astral Grimore. That can be used to give a friendly unit within 12" the Jump unit type. A big unit of jump Terminators will be glorious! You can easily use it on the termies two turns in a row, since you use it at the start of the movement phase.

Turn one the Termies move 12" and either shoot or run (WB get Crusdaer so 2D6 pick highest), but it should be easy to remain within 12" of the TS Sorcerer. Next turn give em jump again and hit whatever you want. Extra speed if your termies are Khorne with Icon. Move 12" with your Termies, assault 2D6 with rerolls. :)

having 2 games on Wednesday, 1250 vs tau:

 

+ Command +

 

Sorcerer: [Level 3, Force Sword, Scrips of Erubus, Spell familiar]

 

Daemon Prince of Nurgle [level 3, Malific tome, Armour, Wings, Spell Familiar]

 

Daemon Prince of Nurgle [level 3, Burning Brand, Armour, Wings, Spell Familiar]

 

+ The Lost and the Damned +

Dark Apostle [Warlord, hope I roll a 2 :)]

20x Chaos Cultists [2x Flamer]

20x Chaos Cultists [2x Flamer]

10x Chaos Cultists [1x Flamer]

10x Chaos Cultists [1x Flamer]

+ Auxiliary (30pts) +

2x Spawn (30pts)

 

1260

 

No idea what I'm facing,  know he has 6 stelth suits, 6 battle suits and a ghostkeel, but never used my princes so figure this is a good excuse, entire plan is to fly around and summon, go for the objective points, figure I'll find out whats what during the game :smile.: 2 DPS is kinda stupid so should be hilarious :smile.:

 

second game is 1950 vs skitarii, similar list, swaping the daemonprinces for a single sorcerer and adding a daemonkin bloodied horde for repeating blood daemon goodness :D

Edited by Backslide

On the topic of Cultists I'm trying to decide whether to run LatD plus Helbrute from the Warband or Helcult and Dark Apostle from Lords of the Legion. I want to include all three units at around 2k points. Now the Helbrute and Dark Apostle don't really gain or lose much by not being part of their respective formations so it's mostly down to the Cultists. Regenerating Cultists is all fun and good but I fear that they'll come back too late to be able to really do anything, fearless on the other hand is great and you can easily tie down/hold objectives for a sizable chunk of time with a large enough squad but with a Warband everything gets Objective Secured so using a unit without that rule to tie down an objective seems pointless.

 

Maybe if I just playtest both formations and see what works for me could be the way to go? Objective Secured Helbrute does sound tasty though...

Edited by tikhunt

The benefit of the Helcult when it comes to Cultists isn't that much for WB compared to everyone else, especially if you want to include a DA anyway. Last game I played I had no problem at all giving 3 15-man squads Zealot at the same time using my DA.

The benefit of the Helcult is giving your Helbrute a 3+ cover behind the cultist screen instead of a 5+.

 

I think I would rather go for a CAD than the Helcult, just because of the army construction flexibility it brings. I personally tend to only own one of each type of model (except Helbrutes), so many of the formations are difficult to use, and the vehicle ones tend to require a Warpsmith which is hard to find the points for.

I agree completely, using a CAD alongside a Grand Warhost is often really useful for unlocking access to units like maulerfiends, heldrakes and oblierators without being required to take a lot of that one type of unit. Plus when you're already spending pts on a lord, 2 or more sorcs and maybe a dark apostle, I definetly do not want a warpsmith, so I'll gladly pass on the vehicle formations. 

Man... I can't find it now, the search on my phone isn't cooerating... but who did the word bearers using BT bits? That stuff was great... and on means I need a billion more BT upgrade srues! (My favorites btw)

Could be me... to be honest I haven't seen many other use their bitz. DA sure, but BT seem to get the passed over.

Though WS seem to be down again...

(got pics without comment here, and my squad that uses most BT bits can be found here.)

Edited by totgeboren

Man... I can't find it now, the search on my phone isn't cooerating... but who did the word bearers using BT bits? That stuff was great... and on means I need a billion more BT upgrade srues! (My favorites btw)

  

Could be me... to be honest I haven't seen many other use their bitz. DA sure, but BT seem to get the passed over.

Though WS seem to be down again...

(got pics without comment here, and my squad that uses most BT bits can be found here.)

I do it too, but I did take the inspiration from Totgeboren in the first place.

Thanks guys! I also used some Kromlech chaos shoulder pads on em, so bits from the CSM box, FW mk.III heads, BT bodies and Kromlech shoulder pads, and a metal Chaos Warrior Axe from whfb (and one RT-era CSM terminator powerfist)! So many bitz! :D

Old wip photos is the best I can do, and to be honest the majority of them are still wip.

 

http://i201.photobucket.com/albums/aa103/welshmalign/Word%20Bearers/DSC_0007-5.jpg

http://i201.photobucket.com/albums/aa103/welshmalign/Word%20Bearers/MeltaandIcon.jpg

http://i201.photobucket.com/albums/aa103/welshmalign/Word%20Bearers/10up.jpg

 

I really liked the weapons chained to the wrists of the Templars, so I switched the blades of their chainsworda for the chaos versions, and have also done cut and shunt jobs on the odd bolter.

Wow that's really nice! Love the use of the fire-hat!

A box of BT and a box of Flagellants is almost a must for WB players. So many awesome bits, and you only need to order a few pistols to have a squad of cultists too. No pieces are wasted. :)

The Death company kit also has great bits for word bearers, so many reliquaries built into the armour...

 

With some of the rumours flying about there may be some new Templars bits to purloin in the near future.

 

Space wolves not so much of use I've found.

Well looks like I officially decided to make Word Bearers my first Chaos/30k Traitor army today. Just submitted an order for Zardu Layak from Forge World and also ordered the Start Collecting! Daemons of Khorne box. Coupled with all the unpainted marines I have from both plastic HH sets, the Chaos stuff I have lying around from the last times I was going to start Chaos but didn't, and the poor Chaos Daemon force I bought for my wife years ago that are mostly still in boxes, I should have enough for about 2500 pts worth of stuff with plenty of Daemons to summon.

 

In a decade or so when I actually get around to assembling and painting the stuff I'll post some WIP pics ;)

played a 1950 game tonight small black crusade with the most dangerous of daemon allies, a daemonkin bloodied horde...

 

Word Bearers Black Crusade

+ Command +

Sorcerer: [Level 3, Force Sword, Malific tome, Spell familiar]

Sorcerer: [Level 3, Force Stave, Spell familiar, Scrips of Erubus]

+ The Lost and the Damned +

Dark Apostle [Warlord, hope I roll a 2 :)]

20x Chaos Cultists [2x Flamer]

20x Chaos Cultists [2x Flamer]

10x Chaos Cultists [1x Flamer]

10x Chaos Cultists [1x Flamer]

+ Auxiliary (30pts) +

Spawn (30pts)

+ The Bloodied Horde +

8x Bloodletters + Banner
8x Bloodletters + Banner
8x Bloodletters
8x Bloodletters
8x Bloodletters
8x Bloodletters
8x Bloodletters
8x Bloodletters

3x Bloodcrushers + Banner + Champion
3x Bloodcrushers + Champion

Skull Cannon
​Skull Cannon
 

1950

 

the 2 lvl3's.. summoned just shy of 900 points...

 

turn 1... first sorcerer cast cursed earth, summoned a herald of nurgle, then failed to summon plague bearers but didnt perils (yes with a reroll)... other sorcerer summoned plague drones... nice cause I want to try my new models.. perils ok... so lets risk it summons plague bearers.. dies... oh well they are right in the way of his rust stalkers so that would be a fair trade

 

turn 2... the bloodied horde hits.. cursed earth and banners set this up nice :smile.: he blocks cursed earth this time but I summon a herald of tzeentch, and a unit of flamers.. but take wound to perils.. he shoots the bloodied horde.. a lot but its too close and its just coming back... (literally both the units he killed I rolled the 4+)

 

Turn 3... path to glory turns a cultist herald into a daemon prince :smile.: keeping the theme.. cast cursed earth... Herald of tzeentch casts possession, becomes D thirster... summon herald of slaneesh ( greater and lesser ether blades because terminators coming) 3 dice left.. so summon seekers.. perils and die... ok good effort really

 

flamers wiped out some vanguard.. and the bloodied horde hit wiping out basically his whole army except for a mechanis lord (start collecting formation?) and a pair of walkers that are going to be be hard to hurt

 

his terminators deep strike in... and scatter right into the middle of it all... but their storm bolter and assault cannon fire kill the nurgle herald...

 

long story short... wipe him out top of 4

 

flamers killed the entire terminator squad in a horrific lot of ones, leaving the chaplain to be charged by a daemon prince, the flamers, plague bearers and a herald of slannesh... ripping him apart for the dark gods... D thirster killed one walker, and crushers managed to roll enough 6's to glance the other one to death on the charge...

 

but 275 of word bearers sorcerors created 800 something of summons...

 

I love it :biggrin.:

Edited by Backslide

Summoning seems best used as a toolbox ability. Summon what you need in a given situation. Need a Divination psyker? Well, you stuck the sorcerer that rolled Sacrifice in a cultist blob, so summon up a Herald of Tzeentch. Need to drop a unit to hold an objective? Plaguebearers, or the new Horrors for splitting goodness. Daemonettes seem like a good standby unit, though. They're pretty decent in assault against most targets, thanks to Rending, high initiative, and pretty decent base attacks.

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