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I didnt see a detachment of the week for this one. I get bored easily so I am always trying new things so having played raiders and Siegemasters detachments more than a few times now I decided to play with the idea of Deceptors, the other one everyone forgets about, I still cant see the point of Dreadwings until they make morale somewhat pertinent to the game. 

 

As most of us know Deceptors allows us to infiltrate 3 squads of legionnaires and 3 squads of cultists. Having been playing lately with and against infiltrators lately with regular space marines and dark eldar, the utility is pretty good. Plus we have a Malice character to make them even more useful. Huron Blackheart, who despite my aol email address being based off the red corsairs since the mid 90s, I havent really looked at him much this edition. But pulling the deploy everything forward and redeploying the stuff that the opponent places in serious danger is a real option. 

 

My plan in my continuous I can do whatever I like with my models philosophy and since I dont really play in tournaments I am going to try a mostly infantry army with this. Note that some of this is less than optimal but you can see what I am trying to do which is the main point. 

 

Night Lords

 Huron Blackheart- another excuse to customize a new mini out of my pile of shame

 

Kheron Ophion- Chaos Lord- Hammer "Rumors of his demise were greatly exaggerated and now he is trying to get the band back together. "

Terminator Sorceror- lone op enhancement

Chaos Lord with Jump pack and twin lightning claws- Cursed Fang- cool model, fang makes him slightly more efficient vs non-tier 1 characters.

 

3x10 cultists

1x10 legionaries

3x5 legionaries

 

10 chosen 

2x5 havocs one with autocannons and the other with either ACs or missile launchers(I forget what I have available in my boxes.)

5 possessed

5 raptors

 

1 hellbrute with missile launcher and lascannon (Stays near the havocs and predator)

1 rhino

1 Predator Annihilator

 

Huron runs with the chosen while the Lord and his 10 legionaries is dependent on the opponent. Maybe in the rhino or maybe infiltrated forward for a 1st turn charge. That is a drek load of bodies for opponents in a vehicle heavy meta to chew through. I know I lack in AT but hope that my dark pacts compensate somewhat especially with the Autocannons and hopefully the terminator sorcerer assisting. I would bring another squad of cultists and skip a rhino but I only have two squads. 

 

Obviously not for every opponent. 

Soul link only really is relevant for stealing the sorcerer's death hex and reroll-charges which isnt nothing but odds are he will be charging into close combat and will need his own ability.

 

1st drop goal is to bait his expansion objective then my expansion or whatever objective remains then wait until the end to drop the cultists to sticky objectives or put in a safe position to jump on an objective vacated by a bait unit. Use Huron to rescue any bait units thus leaving his killy unit(s) out of position and forced to either go take an objective or move somewhere useful. 

 

 

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Ive been toying with similar ideas, i love the combo of Huron and Deceptors detachment, the infiltrate/reorg ability seems really good!

 

Here’s what I came up with:

 

Deceptors testing (2000 Points)

Chaos Space Marines
Deceptors
Strike Force (2,000 Points)

CHARACTERS

Chaos Lord (100 Points)
  • 1x Daemon hammer
  • 1x Plasma pistol
  • Enhancements: Cursed Fang

Heretic Astartes Daemon Prince (165 Points)
  • Daemonic Allegiance: Slaanesh
  • 1x Hellforged weapons
  • 1x Infernal cannon

Huron Blackheart (80 Points)
  • Warlord
  • 1x Exalted weapon
  • 1x Tyrant’s Claw

Sorcerer in Terminator Armour (95 Points)
  • 1x Combi-bolter
  • 1x Force weapon
  • 1x Infernal Gaze
  • Enhancements: Shroud of Obfuscation

BATTLELINE

Cultist Mob (50 Points)
  • 1x Cultist Champion
     ◦ 1x Autopistol
     ◦ 1x Brutal assault weapon
  • 9x Chaos Cultist
     ◦ 9x Autopistol
     ◦ 9x Brutal assault weapon

Cultist Mob (100 Points)
  • 1x Cultist Champion
     ◦ 1x Autopistol
     ◦ 1x Brutal assault weapon
  • 19x Chaos Cultist
     ◦ 19x Autopistol
     ◦ 19x Brutal assault weapon

Cultist Mob (50 Points)
  • 1x Cultist Champion
     ◦ 1x Autopistol
     ◦ 1x Brutal assault weapon
  • 9x Chaos Cultist
     ◦ 9x Autopistol
     ◦ 9x Brutal assault weapon

Legionaries (170 Points)
  • 1x Aspiring Champion
     ◦ 1x Close combat weapon
     ◦ 1x Heavy melee weapon
     ◦ 1x Plasma pistol
  • 9x Legionary
     ◦ 9x Bolt pistol
     ◦ 6x Boltgun
     ◦ 1x Chaos Icon
     ◦ 9x Close combat weapon
     ◦ 1x Heavy melee weapon
     ◦ 1x Meltagun
     ◦ 1x Reaper chaincannon

Legionaries (170 Points)
  • 1x Aspiring Champion
     ◦ 1x Close combat weapon
     ◦ 1x Heavy melee weapon
     ◦ 1x Plasma pistol
  • 9x Legionary
     ◦ 9x Bolt pistol
     ◦ 6x Boltgun
     ◦ 1x Chaos Icon
     ◦ 9x Close combat weapon
     ◦ 1x Heavy melee weapon
     ◦ 1x Meltagun
     ◦ 1x Reaper chaincannon

DEDICATED TRANSPORTS

Chaos Rhino (75 Points)
  • 1x Armoured tracks
  • 1x Combi-bolter
  • 1x Combi-weapon
  • 1x Havoc launcher

Chaos Rhino (75 Points)
  • 1x Armoured tracks
  • 1x Combi-bolter
  • 1x Combi-weapon
  • 1x Havoc launcher

OTHER DATASHEETS

Chaos Bikers (70 Points)
  • 1x Biker Champion
     ◦ 1x Close combat weapon
     ◦ 1x Combi-bolter
     ◦ 1x Power fist
  • 2x Chaos Biker
     ◦ 2x Bolt pistol
     ◦ 1x Chaos Icon
     ◦ 2x Close combat weapon
     ◦ 2x Combi-bolter
     ◦ 2x Meltagun

Chaos Bikers (70 Points)
  • 1x Biker Champion
     ◦ 1x Close combat weapon
     ◦ 1x Combi-bolter
     ◦ 1x Power fist
  • 2x Chaos Biker
     ◦ 2x Bolt pistol
     ◦ 1x Chaos Icon
     ◦ 2x Close combat weapon
     ◦ 2x Combi-bolter
     ◦ 2x Meltagun

Chaos Vindicator (185 Points)
  • 1x Armoured tracks
  • 1x Combi-weapon
  • 1x Demolisher cannon
  • 1x Havoc launcher

Chaos Vindicator (185 Points)
  • 1x Armoured tracks
  • 1x Combi-weapon
  • 1x Demolisher cannon
  • 1x Havoc launcher

Raptors (90 Points)
  • 1x Raptor Champion
     ◦ 1x Power Fist
     ◦ 1x Plasma pistol
  • 4x Raptor
     ◦ 2x Astartes chainsword
     ◦ 2x Bolt pistol
     ◦ 2x Close combat weapon
     ◦ 2x Meltagun

Warp Talons (270 Points)
  • 1x Warp Talon Champion
     ◦ 1x Warp claws
  • 9x Warp Talon
     ◦ 9x Warp claws


I am a big fan of vindicators, but i am wondering if more bodies and more shots would be better (Havocs?).

 

the plan is to string out the big cultist unit to be as denial rich as possible along my opponent’s zone. And plop the other two on no mans land objectives, drop the rhinos full of legionaries right up in their face and put the rest of the stuff as threatening as possible, hold the raptos warp talons and sorcerer in reserve, and put that big tempting demon prince in a position where the enemy can draw good los to him, but at the cost of easily seeing the rest, like the vindis. Let them think they can just pop him turn 1, then use Huron’s repositioning to put an infantry unit within 3” of the prince and give him lone operative, no can has be shot down turn 1. 
 

overall, i really like the idea of forcing my opponent to set up in. A certain way, then repositioning to take advantage of their committed positions.

 

i don't know if i need 40 cultists, or just the 20 blob, but i am looking forward to trying it out!

 

 

Hmm didnt think about the DP lone op switcharoo. Thats a good one if they take the bait. I think most average opponents would be more concerned with the units in their face.  Thats a lot of cultist move blocking and bullet sponging. 

I need to pick up another squad of cultists although realistically I can just use guardsmen and no one would say anything. 

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