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Thursday, January 27, 2011

Email in: Blood Legion: count-as BA


"Back in 4th ed, when I finally got my Chaos army painted, I ran Khorne-themed Black Legion, calling them the 8th company. Compared to 5th edition codices, it feels like my Chaos army just doesn't have much of a chance, despite buying new units to try to "get with the times."

With the BA codex, I feel like I have a good opportunity to represent a Khorne-flavored army again. Astorath represents the head of the 8th company, and chooses Chaos Space Marines who have particular fervor and martial pride to undergo psycho-lobotomy and become Berzerkers, who are represented by Death Company. Assault marines represent Chaos Space Marines with jump packs. Sanguinary Priests are represented by khornate icon-bearers.

I felt like this could have been e-mailed to Fester as well, but I feel that you give better tactical and list-building advice, and what I want is a sounding-board.

Here's the list:



220 Astorath the Grim

Sanguinary Priest w/ jump pack.

185 8x Death Company w/ 1 powerfist.
50 Rhino

185 8x Death Company w/ 1 powerfist.
50 Rhino

145 Honor Guard w/ 2x melta and 2x flamer (got this idea from your blog!)
50 Rhino

210 10x Assault Marines w/ 2x melta

210 10x Assault Marines w/ 2x melta

125 DC dread

125 DC dread

50 MM attack bike

50 MM attack bike

135 AC/LC predator

135 AC/LC predator

So far, I've tried this list once, against all-infantry SW, to moderate success. Since this is an all-comers list, it didn't quite have the tools to deal with the army I faced, and Astorath got Jawsed (I now know that jump infantry can't be killed by Jaws...), but I tank-shocked a couple of units off the table, and it was one of those if-the-game-had-ended-on-turn-5 things.

I felt like I needed more power weapons, but I'm not sure where I'd get the points for them, other than dropping bodies from the DC, but having a healthy chunk of DC to assault with Astorath is one of the core concepts of the list.

Anyways, any feedback would be appreciated."


Poor fester :P. This is perhaps one of the better uses of DC I've seen but still has some serious issues. You're a bit low on scoring which you're going to get for any list with a significant DC presence but the DC Dreads really stick out as slow and dragging the army back. We all know I'm not a huge fan of Hybrid armies for BA but I like it here in where the ASM can pin or distract units and allow for easier assault setups with your DC Rhinos. Not as good obviously as assault ramps or open-topped but workable. So we need to see if we can streamline the list to see if we can't hammer out some of the quirks.

I really think we need to drop the DC Dreads. Although they are scary and will munch anything they hit, you've identified your lack of power weapons. The Dreads bring this but they are quite slow compared to the army. If we drop them we get a nice 250 points to play with. I'd add a Power Fist to each of the ASM squads and 1 or 2 power weapons to the DC as well. With any extra points I'd expand your ABs to include more models so your anti-tank is a bit more potent or upgrade them all to Land Speeders to improve your saturation and not put so much pressure on the Rhinos as screeners. By dropping the DC Dreads and the AB w/MM you should be able to get the DC a power weapon each, the ASM a PFist and 2x2 MM/HF Speeders.

From there I might drop each of the DC squads down to 7 and add a Lightning Claw to the Sang Priest and a power weapon to each of the DC (taking both squads to 2+pfist). This keeps your combat prowess roughly level with what you had with the Dreads but makes it more mobile and likely to get into combat whilst also increasing your armor saturation and ability to shoot down tanks and infantry alike with the Speeders. Issue here I guess would end up being how are the Land Speeders represented in terms of fluff? If you have issues there I'd replace them with the Attack Bikes and see if you can tweak the points for three squads of two.

Comments (9)

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Poor fester all right, the OP CAPITALISED MY NAME RRRAAAARRRR etc.

On a side note: What Kirby said, but I'd put the DC in pods for the cool "slightly unhinged" factor.
I really don't like the list and am really not convinced your changes will make a huge difference Kirbs... maybe even make it worse. Your suggestions would take the list to having 3 pieces of armour advancing and 2 preds in the backfield - maybe more if he opts for speeders. This would make your opponents choices very simple. VERY simple. Stun the DC rhinos (really not hard at >1500), any-remaining high Str shots can either try to silence the preds or hurt the ASM. All AI goes directly into ASM. You reserve the ASM? You've just lost the game.

Astorath - 220

Librarian - Lance, Shield - 100

HG - Melta x 2, flamer x 2 - Rhino - 195

HG - Melta x 2, flamer x 2 - Rhino - 195

DC (5) - PW, PF, IP - Rhino - 205

DC (5) - PW, PF, IP - Rhino - 205

DC (5) - PW, IP - Rhino - 180

ASM (10) - Melta x 2, PF - 235

ASM (5) - Flamer, LC - 120

Baal Pred - 115

Baal Pred - 115

Baal Pred - 115

2000

We lose 5 ASM, but now we have 8 hulls all advancing on the enemies line and an AV13 frontage. 3 DC squads, that will all pack a punch and can hurt armour should it be required. We have 2 HG dual melta, FNP bubbles and Astorath to buff any units required. It's not the best, but it's DC, so...
6 replies · active 740 weeks ago
heh just wanted to point out DC dread are immune to shaken and stunned.
willydstyle's avatar

willydstyle · 740 weeks ago

But he said DC rhinos.
willydstyle's avatar

willydstyle · 740 weeks ago

Honestly, I think Baal Predators would work better for the list, but the conundrum is that they're strictly BA equipment, and this list is more a way to use my Chaos models with a real, working codex where the rules actually fit their fluff.
I did completely forget about that... but I'm sure we can get around 'fluff'. We are all WAAC after all :P
5 strong DC aren't going to scare much. In the end to access some saturation I'd really like to see Speeders (which raises it from 5 to 9) but since Chaos don't normally have access to them, it's up to willy if he wants to fit them into the fluff...
willydstyle's avatar

willydstyle · 740 weeks ago

Yeah, the idea for the attack bikes are to be similar saturation targets to speeders, since they can turboboost and remain in the FNP bubble of the embarked honor guard. I do like the idea of speeders though...
I think there is a difference between playing Death Company as Death Company, and playing Death Company as Khorne Berzerkers.

If the former then all options are equally valid, but if the latter then the feel of the army has to be more in line with what you'd expect from the Chaos codex, but of course, effective.

While Librarians are a powerful cheap HQ option, in a Khorne themed army I'd say they were out of place.

Although it limits their ability to assault, putting the assault squads in Rhinos would give a couple more shells on the table, and two melta out the top hatch is a reasonable use for them, no pressure either way. That said, a five man squad in a Rhino to park on the home objective would be helpful.

One thing that is always pointed out when talking about Chaos weaknesses is their lack of fast melta. Land Speeders are better than attack bikes, but while you can imagine a couple of Chaos grunts throwing a multi-melta onto a bike chassis, getting a Speeder working would be somewhat more problematic.

Also modelling the plastic attack bike with Chaos parts would be pretty cool. ;)

I would say, although they rank highly in coolness, the dreads are out of place in an army built for speed.

Overall I'd say that limiting yourself to a Chaos feel will have compromises, and sacrifice some effectiveness, but I think it's doable.

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