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After pouring over the new Emperor's Children Codex.  I decided upon a variant of the Glittering Myriad.  The bright white speaks to me.  I even found a few tutorials on youtube of people doing the paint scheme.  I am not entirely sure how I'll do weapon casings yet.  I do know I figured the tassels be a shade of purple and or turquoise.  I suppose I could just switch it up.  Since you know Slaanesh. Not sure how I'll want the tabards to look though.  The gold I got a good idea of what I want there.

Then for the army itself.  I am going to be converting extra models from 20 HH mark 6 tactical marines, 8 HH mark 6 assault marines.  My plan is to make 20 infractors, 20 tormentors, 6 more noise marines.  2 of the kanophic lords, and I am going to try my resin Lucius into a lord also.  As for extra conversions I am adding chaos vehicle upgrades to my rhinos, and land raider.  Then I got a box of 10 jaun diaz sculpt demonettes when they went made to order. That I managed to get a banner arm and a musican arm onto 2 of them.

So far my rough draft for the GW 40k narrative circuit based on last years package is:

1x beat stick lord

10x infractors in a rhino

2, 5x tormentors

2x noise marines in rhinos

2 xmaulerfiends

1x Helldrake

1x keeper of secerts

2x demonettes

I need to sit down and see where the points comes to.  As I am sure this is over 1500 points.  I am basing off the package like i said which is 1k points and up to 500 extra if you requestion extra from the crusade rules.  I figured more models should help me.  Who knows I never actually played a crusade game though.

As narrative lore wise go.  This army will be used with my friends Thousands sons army that he plans to run heavy zaangors with.  I am thinking for a narrative take.  This warband has been stuck in the warp and time has accelerated for most of them.  So, they havent had over all much time to have lost all of their HH era gear and need to scavenge for more.  I will come up with more but lore wise Emperor's children being so fractured I am sure I can come up with something.  Also, I figured there trying to stay as close to perfection as they can.

 

 

paint-schemes-for-the-konstrictus-glittering-myriad-and-the-v0-o1vvhfc80ioe1.webp

Edited by Sume
fixed a link and spelling errors
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Seems like a good place to start - though you are correct, you are over 1500 points at 1835. 

 

Note, if you don't want to go demons, you have 1375 points of non-demon units.  You could swap out the demons for, say, a small unit of Flawless Blades and 15 points of enhancements.  Spawn are another option, though leave you with more points left over than you can likely spend - but seem quite useful if you are doing missions with secondaries.  Not saying that's what you should do, just that these are easy ways to get under your points cap. 

 

If you want to keep the demons, maybe ditch the helldrake and a rhino (doubling up the noise marines in 1 rhino), which gives you 40 points for enhancements.

 

EDIT - changed suggestions as my math was off.

Edited by Dr_Ruminahui
Posted (edited)

I was looking at a enchantment for the lord and original idea was having warpwalker on the keeper too.  I was trying to form the basics of the plan.  Having 2 tormentors seems huge for action monkies, infiltrate and having sticky objectives that I want to keep both squads.  The rhino for the infractors could be dropped.  Start them in one.  Noise marines behind, scout, and let the Noise marines walk up to the party bus and have it drive off later.  

The keeper while dosent seem to do too much.  I love the models for them upon redesign.  Besides a giant demon inside your deployment turn 1 demands immediate attention and it has a large base to hopefully tag team with the infractors.  I would be relucent to cut it.  The helldrake I think could be the weakest part and the most easily cut.  I never got to use a flyer before, and I sort of want to.  Its a freaking mechanical dragon after all.  I do need to set down with the points and check things out.  I do agree a unit of spawn is not a bad idea.  

Even cutting all the rhinos out and the helldrake could get me where I want to be too.  The maulerfiends almost seem mandatory for the parking lots people seem to love.  Thinking on it.  The keeper could be replaced with a full squad of seekers.  While, not as killy or impressive as the Keeper.  They do have scout and the speed to do what I want with the keeper.  Of course, the old tactic of getting into the bubble wrap turn 1 to get whatever was behind the chaff locked into combat dosent really work as well anymore.  I'll figure it out as I at least formed the basic idea to try out.  I'll not have any time to really playtest it and I am going to go with my first take and not second guess myself.  As I never do well when I start to second guess my list ideas without playtesting.

Edited by Sume
Posted (edited)

I think i settled on something based on the idea I will need 1500 points and wait i feel comfortable packing up for flying and getting painted. 

 

1 beat lord with spear, lash and possed blade

4 5x tormentors 

1 10x Infractors 

2 mauler fiends with lashes

2 noise marines 

2 demonettes with the fixings

1 10x seekers with the fixings 

 

While I couldn't really find a way to add sorcerers, noise marine lord or third noise marines unit and leaving the party buses behind.  I would lose out on the demons and be better off with a different detachment. I hope this is enough demons to empower each other and demonettes can redeploy at cost 2cp

 

Edited by Sume

I agree its probably best to wait on the heldrake until you get a better feel for the list.  I do think its datasheet (and point cost) are drastically improved over the CSM version, but I still worry it just doesn't do enough damage and, in any event, in an entirely new list with new rules, its probably best to wait on using the weird stuff until you have a handle on the rest of the list.

 

Looks like a pretty nice list.  I can see a few tweaks, including perhaps giving the maulers meltas instead of tendrils (the tendrils are better and more versatile, but the rest of your list is great against tendril targets and EC has so few ways of dealing with tougher targets), ditching 1 squad of Tormentors for a rhino for the infractors and the lord, and maybe splitting the seekers into 2 groups.  That said, that's all stuff that you can work out as you go along and I think your list as is forms a very solid starting point.

8 hours ago, Dr_Ruminahui said:

I agree its probably best to wait on the heldrake until you get a better feel for the list.  I do think its datasheet (and point cost) are drastically improved over the CSM version, but I still worry it just doesn't do enough damage and, in any event, in an entirely new list with new rules, its probably best to wait on using the weird stuff until you have a handle on the rest of the list.

 

Looks like a pretty nice list.  I can see a few tweaks, including perhaps giving the maulers meltas instead of tendrils (the tendrils are better and more versatile, but the rest of your list is great against tendril targets and EC has so few ways of dealing with tougher targets), ditching 1 squad of Tormentors for a rhino for the infractors and the lord, and maybe splitting the seekers into 2 groups.  That said, that's all stuff that you can work out as you go along and I think your list as is forms a very solid starting point.


I agree with you.  I am trying to figure out a good ration to EC units and Demons.  I am so used to big 10 man squads from playing since 3rd. That it just feels wrong to me for MSU. Then used to needing large demon units to make contact after being shot at and overwatch to actually do a thing.  As much as I love the keeper of secrets and my thought of well it can be a turn 1 nuisance that has to be dealt with.  I am not to interested in flying with one.  Even with a magnet case.  That I figured I also be better off with some smaller units.

I do think that I would be better off breaking the seekers into 2 small groups or go with 1 seeker and 1 fiend.  That or two fiend units.  I do like the idea of the 4 tormentor squads, could easily go down to 2, or combine them all.  As I am basing this all off crusade rules too.  That I would need to make them 2 units if I got that route for the fact of combat drugs and I would be spending my last 2 RP points on ingredients.  Still after seeing the combat drug benefits.  Holy wow.  

If I bring 1 party bus I then would really want to bring al 3 party buses.  That also makes sense in terms of a crusade rules for the combat drugs.  Less units needing them, less bad results for me after I used them all up.  EC at first glance seems like a small book.  Expect I think it is going to prove to have a lot of depth in terms of what you can do.  Having 2 battleline units and both looking really good.  I was taken back at first by the lack of predators, and hellbrutes.  One thing I never understood with Chaos Space Marines as a whole since 3rd edition is why they heck would they just leave their razorbacks, drop pods, scouts and speeders behind.  At least in the case of the scouts, it makes sense that they either got killed off or became full marines.  

My list may change based on what I can also achieve to get painted before flying out.  The earlier I get a list idea.  The faster I can start painting towards it.  Then other thoughts on the list and why it was designed the way it is.  I am expecting a lot of cover and ruins.  As this is a a GW event and the new maps are loaded with terrain.  Unlike the LGS that I first started to play at and over the years with sparse terrain.  People wanting huge open fire lanes, and one-way terrain rules in their favor.  Like the old I can shoot through terrain or I am in terrain and you cant charge or shoot me shenanigans.  I'll try and do my best to get WIP pictures uploaded as I can.  I have a garbage phone so photos tend to stink and when I get busy in painting I forget the photos but try and update as things go along.  I find it helps keep me on track and motivated.

I am nearly done assembling everything for this force to get it all primed and ready to go.  I decided to try and rework the list somewhat.  I am not sure if I want a 5 unit of seekers or a 3 unit of fiends.  My first instinct is to go with the seekers.  I am also going to bring the rhinos.  The debate now is 2 rhinos or 3.  With 3 rhinos means I loose 1 of the following, a tormentor squad, seekers or a demonette squad.  I am thinking it should be a tormentor squad.  

This is what the list will look like:

 

1 beat lord with spear, lash and posed blade

3 5x tormentors 

1 10x Infractors 

2 mauler fiends with melta

2 noise marines 

2 demonettes with the fixings

1 5x seekers with the fixings
2 rhinos

With the debate of dropping something for the third rhino which would be either a tormentor, demonette or seekers.  To me it has to be the tormentors to keep an adequate amount of EC to demon ratio.  There is the option to drop the infractors down to 5 but I always find if its going to be a mainline combat squad.  You might as well go big or go home.  Since it's going to take losses either in combat or overwatch if I cant force that with like a rhino instead.  

Once I get things assembled, I am going to try and remember to grab some pictures.  I am using basing bits for my tormentors which are using bits from the mk 6 kit and the EC box.  Well, the infractors will also.  I am trying to make sure everything is the same height as mk 6 marines are noticeably a little shorter.  Surprisingly it kits bash very well, you do have to make some trimmings here and there on the backpacks and be aware of the heads from both boxes.  Funny I found a youtuber that had the same idea a few days ago and he kept saying m4 when it was cleary mk 6.

Edited by Sume
11 hours ago, Prot said:

I find it interesting that you are not proxying any of the characters, but it does leave you with a high number of bodies. Looks good. Let us know how it goes!



I figure I am going to be trying this out in GWs grand narrative event first.  So, to me having Fulgrim or Lucius show up to every skirmish seems odd.

I do have demon princes, an old resin Lucius, and 2 sorcerers. I just couldnt find a way to get them into this in a way I felt they actually helped.  

With some creativity I found a way to make my own KL.  I used left over parts from the EL kit.  Mainly the head, and screamer pistol.  Stuck a infractor body on a 40mm base.  As the two units he joins are on 40mms so I am expecting this to be the base after looking at the model.  Then grabbed a power sword for the other arm.  Took one of the backpacks that had the flat panels on it.  Stuck one of the cute little speakers on each.  I cut off the drug injector from the champion backpack insert stuck it in the middle, and then cut off 2 of the cables from 2 of them in total to make it look like there are cables running to the speakers from the backpack.  I do need to add shoulder pads and fill in the gaps on back of the speaker.  Then add some grenades or something.  I think it looks way better then the actual model anyways. Going to see if I can attach one of the tabards but if I cant not going to be a deal breaker as this essentially is a nice to have kitbash.  Then think I'll turn my Lucius into a 2nd EC lord.  

Then I am not sure if whips or power swords for the infractor champion.  I am thinking power sword.  If I change my mind.  I am going to go steal some left over slaanesh chariot whips to have something different.  

 

If game effect is an important consideration, I did some simple math and while the power swords on the champions remain S 4 (it might be errataed, but I wouldn't hold my breath), the whip's 50% more attacks is better (or, for 2+ sv with no invul, the same) against all targets than the sword's 1 better AP.

Edited by Dr_Ruminahui
9 hours ago, Dr_Ruminahui said:

If game effect is an important consideration, I did some simple math and while the power swords on the champions remain S 4 (it might be errataed, but I wouldn't hold my breath), the whip's 50% more attacks is better (or, for 2+ sv with no invul, the same) against all targets than the sword's 1 better AP.


I am not sure what I really want on the infractors.  I thought a power sword would help cut through stuff.  More attacks is always statically better though.  Since the only really differnce is +2 attacks -1 ap.  

I didnt finish the KL before bed.  I still got to add shoulder pads, and do some greenstuff filling.  Found out I didnt use the EL head after all, so I stuck it on this guy.  Looks like I still need to get rid of more moldlines and repostion one of the speakers or take them both off and trim them down a little.  Not sure yet.

22d2b470-1bff-434b-8be0-06cf637825bc.jpg

Edited by Sume

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