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Alright boys & girls, i’ve just had 2 games of 9th ed with the following list:

 

Lord - Claws of Black Hunt, Jump Pack - 115 - MoK, killing fury

Sorc - Jump Pack, force sword, Prescience, Warp Time - 123

Lord Discordant - Baleflamer, Techvirus injector - 200

 

CSM - 5 man - Lascannon - 85

CSM - 5 man - Lascannon - 85

CSM - 5 man - Lascannon - 85

 

Warptalons - 9 man - 243 - MoK

Bikers - 5 man - 2 Meltaguns, PF - 155

 

Oblits - 3 man - MoS - 315

Forgefiend - 3 Ectoplasma - 145

Forgefiend - 3 Ectoplasma - 145

 

Heldrake - baleflamer - 150

Heldrake - baleflamer - 150

 

Total: 1996

Starting CP: 12

 

A few things to note:

1) the terrain rules really make a difference. Heavy cover and defensive line means that even melee armies will have to be wary of the target being in a defensible position. Terrain having more of an effect on vehicles hiding behind is also welcome because positioning matters more now.

 

2) morale rules are more balanced at least hordes don’t have to worry about dying out from that. For us, it doesn’t really make a difference, but do make sure you bring units below half strength as there’s a better chance more will run from attrition.

 

3) blast weapons are awesome. I ran 3 lascannon squads in 5 man csm squads, i think missile launchers will be more useful for the flexibility. Those forgefiends are absolutely amazing vs anything with 6 or more models.

 

4) feels good to have so many CPs. Our legion trait may be quite minimal, but our stratagems are so good.

 

5) Warptalons might still have a place because they are still the best jump pack unit we can bring in for Raptor strike.

 

6) Objectives play a huge part in the game. Even more so than last edition. Picking the right secondaries is also key. When i fought against eldar, my opponent picked secondaries that rewarded manoeuvrability, but the problem was that meant he had to come closer to me, which i was happy with.

 

7) also, having max debuff of -1 to hit means that if you intend to shoot something like alaitoc flyers, you can freely move and shoot your lascannons...which i did.

 

8 ) Smaller tables means that mid range & assault armies are definitely in a better position.

 

9) Also, Heldrakes are freaking awesome! They aren’t aircraft, so they can move 30” to capture objectives and table quarters.

 

10) daemon engines are also amazing.

 

11) Bikers are pretty good actually. I can see them replacing my raptors entirely.

 

Overall, i enjoyed 40k a lot more than the last time i played.

That's good to hear. I remember one of the things I noticed with my Night Lords was that they lean heavy on stratagems but can dish out serious punishment with it. I've started my Creations of Bile for 9th, but I think I might have to ally my NLs when the points allow. I thought about how the +/-1 cap would be a soft buff to Powerfists/T-hammers, but I didn't think about how it would impact heavy weapons.

 

How did the Disco fair? I'm going to be using one in my Bile army, but I've heard a lot of people are concerned with survivability.

 

Also, how did the Warp Talons fair after the initial assault and did they reap their points worth? I'm pretty sure their point increase was due to their high movement and fly, but I have doubts that it would actually come into play since my Warptalons always melted after their initial hit.

That's good to hear. I remember one of the things I noticed with my Night Lords was that they lean heavy on stratagems but can dish out serious punishment with it. I've started my Creations of Bile for 9th, but I think I might have to ally my NLs when the points allow. I thought about how the +/-1 cap would be a soft buff to Powerfists/T-hammers, but I didn't think about how it would impact heavy weapons.

 

How did the Disco fair? I'm going to be using one in my Bile army, but I've heard a lot of people are concerned with survivability.

 

Also, how did the Warp Talons fair after the initial assault and did they reap their points worth? I'm pretty sure their point increase was due to their high movement and fly, but I have doubts that it would actually come into play since my Warptalons always melted after their initial hit.

For the warptalons, I didn’t get a proper test of their killing power as the first game they came in and charged a squad of 6 shining spears, however, after that my opponent conceded because he knew how the rest of the game was likely to go. In the second game against orks, they failed a 3D6 charge (rolled a 3,1,1).

 

The Lord Disco worked well in conjunction with the forgefiends, 3+ to hit ectoplasma was excellent. The Lord Disco himself was a beast. The way my army works, is like a wave - turn 1 it’s the heldrakes & bikers, followed closely behind by the lord disco and forgefiends. The one time he made it in, he did a lot of damage. That being said, it is easier to get stuck in because the map is smaller. The lord disco can be focussed down, but with hiding it behind dense cover area terrain, you have some protection.

Tough break on the Warp Talon charge vs Orks.

 

Thanks for the analysis.

 

Since I can no longer use a Soulforged detachment to fling a Maulerfiend or Defiler into the enemies' face on Turn 1 I will have to give Heldrakes serious consideration.

  • 3 weeks later...

My Chaos bikers always do so well with just combi bolters in terms of clearing infantry and taking objectives/secondary with being in all 4 corners of the map. I think they are very underrated as a unit.

My Chaos bikers always do so well with just combi bolters in terms of clearing infantry and taking objectives/secondary with being in all 4 corners of the map. I think they are very underrated as a unit.

 

Yeah man, bikers are really underrated. They are fast, durable and hit pretty hard against the right target. They'll get even better with the chainsword ap upgrade. In fact, i'm thinking of adding 1 more unit to my army.

 

Glad you gave those eldar some vengeance for first claw! Also pretty neat that with the 2 wounds buff your list looks like it just got stronger too!

Yeah, it was pretty awesome having my heldrakes roasting eldar bikers out right while still scoring me points.

 

Anyway, since then, i've tweaked my list and moved away from the daemon engines.

 

Here's the list i'm building up:

 

Patrol Detachment:

Lord - MoK, Jump Pack, Claws of Black Hunt - WL: One piece at a time - 115

Lord - MoK, Jump Pack, Talisman of Burning Blood, Thunder Hammer - 155

 

CSM - 10 man - 2 Missile Launchers, Bolters, Sgt w Combi-plas & Powersword - 185

 

Bikers - 5 man - Replacing pistols with Chainswords, 2 Meltaguns, Sgt Combi-melta - 170

Warp Talons - 8 man - MoK - 216

Obliterators - 3 man - MoS - 315

 

Heldrake - Baleflamer - 150

Heldrake - Baleflamer - 150

 

 

Patrol Detachment:

Exalted Champion - 75

Sorceror - Jump Pack, Force Sword, MoN, Miasma of Pestilence, Warptime

 

CSM - 9 man - 1 Reaper Chaincannon, Chainswords, Sgt w Combi-Melta/PFist

 

Chaos Rhino - Combi-bolter, Combi-melta, Havoc Launcher, MoN - 93

Chaos Rhino - Combi-bolter, Combi-melta, Havoc Launcher, MoN - 93

 

Total: 1998

Starting CP: 10

 

I'm using double patrol detachments because I only need 2 troop choices and I can have 4 HQs. The 10 man squad with Missile Launchers won't be sitting in the backfield but going forward or mid-board.

 

What do you guys think?

If you plan on moving the CSM forward, would plasma make more sense than missile launchers? Plus your champ already has a plasma.

I had thought about that, but i do like having that option to stay back when necessary and shoot at enemy tanks hiding in their backfield.

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