Chaos Renegades after 3 games: What I learnt and new army list

I have had 3 games with my Chaos Renegades so far, one of which I wrote a battle report about on this site. I won that game and a game against a Tau army, which was the trial by fire for the army as Tau excel in anti-infantry fire with their plethora of S5 shots at high ranges. I lost one game against Space Marines at 1750 points as I was unable to score objective points fast enough and eventually fell behind 9-11 on points. During those games, I have learnt a lot about the army, including the following:

This is genuinely a fun army

At the beginning, I was not sure how my opponents would feel about facing a human wave of chaff charging towards them. It is a clear example of a skew list, so a list that focuses on one quality and hopes that the opponent cannot deal with that quality. In this case, the quality is quantity and it is clear that many armies simply do not have the necessary number of shots per round to deal with the number of models this army presents. The issue with that is that some people might feel bad about losing to a skew list, as they might not have a great chance to win to begin with if they are not prepared to deal with the skew. As this is definitely a casual project, it should be an army that is not only fun to play with, but also fun to play against.

It is indubitably fun to play with, as it is strangely liberating to charge towards the opponent and remove your own models in spades. There is still a definite element of tactics and strategy involved, as you still need to select targets and make sure you concentrate on the right targets to make sure at least some of your howling fanatics get to the other side. Moreover, as most of the models in the army only move 6 inches a turn without access to transports or other mobility enhancers like jump packs or drop pods, it is vital to ensure the correct deployment of your units as a unit that is misdeployed might spend most of the game trekking towards combat without ever seeing it.

What I have underestimated though is the fun opponents get from killing models and this is where the army is fun for them too. As a matter of fact, each of my opponents so far has marvelled at the amount of models they managed to kill, regardless of whether they lost or won. The average in the first three games is over a hundred miniatures per game, with over 140 killed models being the record. Most games at 2000 points don’t even feature so many models, let alone see so many killed from both armies together. Gunning down this mass of infantry makes games feel epic and just like GW’s fluff department has always described 40k battles, especially those featuring Marines: a small pocket of the Emperor’s Finest surrounded by a mass of enemies, mercilessly cutting them down.

The most common thing I have heard from my opponents or just passers-by is: ‘How many points is that army?’ In essence, this army plays like ‘Apocalypse in a box’, bringing a huge number of models to a small game size. It thus creates that Apocalypse feeling without the need to paint up superheavies or dozens of vehicles and games can be wrapped up in less than three hours, two if you don’t count the time it takes to unpack and pack the army.

250 models take up more real estate than one would think

It turns out that 200+ models fill all of the normal 72 by 12-inch deployment zone, and when I say fill, I don’t mean ‘Make sure models are spaced out wide enough to avoid blast templates hitting multiple models’ full, but rather in the sense of ‘every single square inch is filled with models’ full. That has caused me some issues as I have to deploy either multiple units behind each other or deploy some units in a deep and narrow frontage instead of a wide frontage. I also had issues unpacking my army in the game I lost, as I entangled multiple units and thus had them get into each other’s way. I will have to take more care to make sure each unit can advance without getting into another unit’s path. Another solution I have found is to get some models that can deploy on the first and second floors of buildings where they don’t take up real estate so to say as other models can be deployed below them. Furthermore, I need to deploy my Aegis Line a bit further back so that melee units can deploy in front of it.

I need more suppressing fire to handle medium tanks, especially Dreadnoughts

This ties in nicely with the topic just mentioned. In two of my games, I ran into Walkers or Monstrous Creatures that I could not deal with. Especially now that Dreadnoughts rock 4 attacks a piece, they seem to have become a lot more popular in the local area and they do have the means to ruin my army’s day by virtue of being difficult to damage when moving from cover to cover and immune to S5 or less attacks in melee, which means all of my army. I have a large number of autocannons in my units and each time they actually got a Dreadnought in the open, it promptly died, but I want a weapon that can one-shot a Dreadnought, meaning that I can just throw a few shots at one in cover and know that the one shot that is not saved will actually do some permanent damage or even take one out. Likewise, in the game against the Tau, I tabled his entire army by turn 4 except for a single Riptide. I had enough shots to force some armour saves, but 2+’s are not that difficult to make and I would have needed 24 wounds to make him fail enough saves on average, which is rather a lot. The first measure was to give each melee unit Krak grenades to at least give them a fighting chance versus Walkers and monsters.

So as I was going through the list to see how I could change it to fit a normal table better and to deal with Dreads and monsters, I came across the Disciple squad, which resides in the Elites section. I hadn’t really looked at them beforehand because they have one of the weird point cost schemes Forgeworld is so fond of. Usually with Forgeworld, a unit has a high starting cost, but then drops sharply the bigger the unit gets. For instance, 30k Marine squads start at 150 points for 10, but then only charge 10 points per extra Marine, so a 20-strong unit is a mere 250 points. Disciples are the opposite for some reason, costing 35 points for 5, but then costing 10 per additional model. The Veterans are the same, but at least they get to buy an upgrade at a flat rate per unit, so you can assume that their higher individual cost is compensated by the lower cost of the upgrade per model for a larger unit. The Disciples on the other hand pay the higher cost, but have no flat rate upgrade to justify it, which is why I never really looked at them before. But then I noticed that they are the only BS4 unit in the game and had access to all heavy weapons at the usual Imperial Guard cost. As I wanted to get rid of my allied detachment and also reconsidered the idea of the 50-strong Mutant unit, both because it relied on the allied Dark Apostle and because I had no way of fitting another 50 models into my deployment zone, I decided to include 3 units of 5 Disciples, each with a single lascannon weapon team. They should be able to deploy on the higher floors of buildings where available or behind my other units if no such buildings are on the table (which never happens where I play), then take potshots at enemy tanks or monsters. At 165 point for 3 units, they will be annoying and difficult to remove, as they require far more firepower being dedicated to killing them than a 55-point unit warrants, which is also known as the Rhino conundrum.

So, this is my current 2.000 points list:

Renegade Command Squad: Grenade Launcher, Arch-Demagogue with Covenant of Tzeentch and Master of the Hordes

Renegade Enforcers (2): Each with Power Axe and Combat Drugs Injectors (one joins the 30-strong unit of Renegades, the other one the Mutant Rabble)

5 Disciples: Lascannon weapon team

5 Disciples: Lascannon weapon team

5 Disciples: Lascannon weapon team

3 Chaos Spawn

3 Chaos Spawn

Mutant Rabble (30): Champion with Power Axe, Meltabombs and Covenant of Khorne

Platoon Command Squad (30): Demagogue with Covenant of Tzeentch, Chaos Sigil, 3 Autocannons, Militia Training, Autoguns

Renegade Squad (20): Chaos Sigil, 2 Autocannons, Autoguns, Militia Training

Renegade Squad (20): Chaos Sigil, 2 Autocannons, 2 Grenade Launchers, Autoguns, Militia Training

Platoon Command Squad (30): Demagogue with Covenant of Khorne and Power Axe, 5 Flamers, Chaos Sigil, Krak Grenades Pistols and Melee Weapons

Renegade Squad (20): Champion with Covenant of Khorne and Power Axe, 3 Flamers, Chaos Sigil, Krak Grenades, Pistols and Melee Weapons

Renegade Squad (20): Champion with Covenant of Khorne and Power Axe, Chaos Sigil, Krak Grenades, Pistols and Melee Weapons

3 Sentinels: Multiple Rocket Pods

6 Sentinels: Autocannons, Militia Training

3 Rapier Laser Destroyer Arrays: Extra Crew, Militia Training

3 Rapier Laser Destroyer Arrays: Extra Crew, Militia Training

4 Thudd Guns

Aegis Defense Line: Quad Gun

As you can see, this version of the list is slightly leaner, trading some bodies for more guns, but retaining the basic concept of swarming forward with a mass of bodies to overwhelm the opponent.


Mad, bad and dangerous to know: Using Renegades and Heretics in a Chaos army

As you all know by now, I am a bit of a hobby butterfly, moving from one project to another, always looking for that perfect army that I like both on the field and in the background as well. I have some large armies that I do not plan to get rid off anytime soon, such as my 17.000 points of Eldar or 15.500 points of Blood Angels, but some smaller armies come and go or end up taking new directions as time goes by.

Chaos has always been one of my favourite armies, but for some reasons I have never taken it to the same extreme as with the others, rather building several self-contained lists that I can combine if needed. I had an Iron Warriors army in 3rd edition, the epitome of cheese at the time, but I sold that only a few months ago to give them a new loving home. Then I started 4th and 5th edition with my ‘Everyone infiltrates’ Alpha Legion list, which has taken a backseat as it is simply not very competitive at the moment. Right now, I am mostly rocking the Plague Riders, my Nurgle army.

When I began my Alpha Legion list, it had the option to include Cultists, an option that then vanished before coming back in the current codex. So I already had quite a few Cultists models, in fact I used House Delaque minis for Necromunda as there were no official models at the time. With the new edition (or rather the old one as 6th is a thing of the past), I did a swap deal with a Dark Angels player, so we bought two boxes of Dark Vengeance, then traded the respective halves to each other so I had the Chaos contents of two boxes and he the Dark Angels contents. This added another 40 Cultists to my collection, but the thing is that Cultists are not all that great in the current book, mainly because they pay 10 points for a useless Champion with victim stats and another point each if they want to buy a lasgun, so you end up paying 5-6 points for a weaker version of the Guardsman, who is slightly overcosted to start with.

Fortunately, the guys at Forgeworld totally have our backs and in the amazing Imperial Armour 13, they supply a list for Cultists armies that is much better than the paltry single entry in the Chaos Space Marines codex. In fact, this book is so amazingly cool that it should be shown to all GW codex writers every morning just so they see how wrong they are. Heck, it is twice the page number for the same price, with better pictures and much better background, but that’s neither here nor there.

So, what does it offer?

First of all, it offers a complete FOC chart that can ally with other Chaos forces as Battle Brothers. As you are now free to match detachments from multiple armies, this means that you can easily combine them with Chaos Marines, representing an uprising receiving unexpected reinforcements or a Marine warband bringing along their cannon fodder, or Daemons, representing the Cultists catching the eye of a powerful Daemon and opening a Warp Rift to unleash hell.

In addition, they are cheap, dirt cheap in fact. A single Renegade Infantry Squad costs 30 points for 10 guys with the option of 10 more (20 if your Arch Demagogue is a Master of the Horde, more on that later) for the same price. As 3-5 Squads make a single Platoon, which is a Troops choice, you can end up with between 30 and 150 guys in a single FOC slot, all for the modest sum of 90-450 points. They also pay no extra points to swap their Autopistol and Knife for a Lasgun, Shotgun or Autogun, so they end up costing half of what regular Cultists cost. Granted, they are only WS and BS2, but who cares with those numbers? It is possible to increase them to WS and BS3 for a token sum, however, I would not do that as adding another 10 points per squad (regardless of models in the unit) defeats the purpose of bringing so much chaff to the table.

Another asset is the Arch Demagogue, the compulsory HQ choice. He comes with 4 assistants in a command squad, but is not forced to stay with them as he has the Independent Character rule. And I would keep him away from them, as 4 guys without armour make a crappy bodyguard. If he is the Warlord, he can choose a Devotion and they are the real moneymakers for him, as you can tailor your army based on that choice. For example, a Master of the Horde allows Renegade Squads to be 30 strong, as well as returning them back to the game on a 5+ if a complete squad of 15+ is wiped out. A Heretek Magus has better armour and toughness and opens access to Defilers and other vehicles, a Rogue Witch is, surprisingly, a Psyker who gives access to more Psykers, and so forth. The ones I like best are the Mutant Overlord, who gets a small, but useful Mutation, as well as letting you pick Mutants as Troops and buy a single unit of Chaos Spawn and the Revolutionary who gets a free covenant (see below) and Zealot.

Finally, as lowly Cultists, they do not gain real Chaos Marks, instead having access to Covenants. A Covenant is bought by a character or champion at a flat fee and adds a bonus to every member of his unit. Those bonuses are quite good, with Nurgle granting FNP 6+, Slaanesh Fleet, Khorne Shred in the first round of each melee and Tzeentch something I have forgotten right now, which might be because that one is actually not that good. As they are not Marks, they can be combined in a unit by having an Arch Demagogue join a unit with a different Covenant, giving the unit both bonuses. But even without double-dipping, paying a mere 10 points flat per unit is a great way of adding a lot of ‘uump!’ to a unit. An Arch Demagogue’s Covenant also adds more units to be used in the army.

This shows how elegant this list really is in terms of design. Choose a theme (Dark Mechanicus, hordes, mutants, elite soldiers) and get new options by choosing the matching devotion. Then add a god and you get even more options based on who your Arch Demagogue is aligned with. So easy and yet so cool. Depending on what options you select for your Arch Demagogue, the army will be wildly different, which really reflects a chaotic rabble of Renegades brought together and held together by a single charismatic leader. Two thumbs up for rules matching fluff!

So, having said that, I want to talk about what I would take to add some mass to my Nurgle army.

Renegade Command Squad: 4 Disciples with Lasguns, Arch Demagogue with Power Axe, Refractor Field, Mutant Overlord, Covenant of Nurgle: 95 points

Enforcer: Power Axe, Combat Drug Injector: 45 points

  • The Commissar equivalent adds +1 to the unit’s Leadership role (yes, units roll d6+4 the first time they take a test and keep that as their Ld score for the whole game) and has a Combat Drug Injector which gives his unit Rage, so 2 bonus attacks for charging.

50 Mutant Rabble: Laspistols and Close Combat Weapons. Mutant Champion with Covenant of Khorne: 170 points

  • Yes, you read that right, 50 guys for the price of a Tactical Squad. By adding the Arch Demagogue and the Enforcer, they gain Rage, Fearless, Hatred and FNP 6+ to go with their Shred from the Covenant of Khorne, so this is a unit that can potentially dish out 211 attacks, re-rolling to hit and wound in the first round. Granted, it is unwieldy and rather slow, but it is a dirt cheap unit that must be dealt with or it will overrun even elites.

Infantry Platoon: 3 units of 20 each, one with a Demagogue with Covenant of Nurgle (one squad per platoon gets one for free as he is the leader of the whole platoon). One unit has Lasguns and two Cultists have Grenade Launchers, one Lasguns and two flamers and the last one melee weapons and pistols and two flamers: 230 points

  • Another 60 bodies to form a second wave.

1 Blight Drone: 150 points

  • Available as my Arch Demagogue has the Covenant of Nurgle.

Field Artillery Battery: 2 Heavy Quad Launchers: 60 points

  • Insane value for points as you get a copy of a Thunderfire Cannon without the Techmarine to go with it at a third of the rate. I have two old ones with Squat crew, so they can be my Mutant gunners.

That would be my first draft of a Renegade detachment, leaving of course lots of slots open for more units. Right now, this brings over 130 bodies to a Chaos army, adding some cut-price artillery with the Blight Drone and Quad Launchers as well. I could scrounge through my bits boxes to see if I have any spare Guard tanks to add, I believe I still have a Leman Russ there and there is a Hydra languishing on my painting table too.

Right now, this clocks in at 810 points, with the Blight Drone being the most expensive single model. So I could add 1190 points of Nurgle Marines to that and see how it fares on the table. The biggest drawback is the sheer number of models you need for it though. I have thrawled eBay to find as many Delaque as possible, so I think I could fill the complete Infantry Platoon with them interspersed with plastic Cultists, though I want to keep the plastic ones for the Mutant Rabble. I am considering buying some Beastmen Gors to add to the Cultists with Pistol and Sword to fill the Mutant unit.


Some Legion lists I want to play, as well as more painted models

Today, I wish to discuss some potential army lists for my newest Hordes army, the Legion of Everblight and the reasons why I have chosen to run them this way. Last week, I showed off some of the stuff that Christian has already painted for me, with more coming over the next month or so. When I wrote that article, I wanted to include an army list for Vayl’s forces, but as I am still recovering, I got too tired and decided to leave it for a later date. This is also due to the fact that somehow my computer keeps lagging when I write anything using the WordPress text editor, so I have taken up writing my articles in Word first, then copy-pasting them over. However, as I was pasting in pictures at the same time, I decided to finish the article using WordPress and it took so long that I stopped before coming to the list.

But don’t despair, here it is. In fact, here are 4 lists I plan to run with the Legion over the next few months.

List 1: Vayl’s Creature Feature

This list uses Vayl, Consul of Everblight’s Theme Force Machinations of Shadow. As I have not yet used Theme Forces before, I should briefly explain what a Theme Force is. Theme Forces exist for every Warcaster/Warlock in the game, some even have more than one. Each Theme Force has restrictions on which units, solos and Warjacks/Warbeasts can be included in the force, which is why I have never run them with Cygnar before, as they all prohibit mercenaries and Cygnar struggles without mercenaries. In addition to those restrictions, each Theme Force has 4 tiers, each one needed all previous ones to be fulfilled as well. Of course, each tier also gives a bonus for completing it, because otherwise what would be the point?

Vayl’s Machinations of Shadow is indubitably one of the most popular tier lists, as it comes very close to what she would play anyway and gives amazing bonuses.

Her tier list consists of:

Tier 1: Only units from the list: All solos gain Advance Deployment, which is great as it means Shepherds and the Succubus can deploy after seeing the enemy deploy and thus be with the Warbeasts that need them most. Also it means that they start ahead of the beasts, so they can make a normal advance and use their actions in turn 1, even if the beasts run and thus move faster.

Tier 2: A Spawning Vessel is included: +1 to see who starts the game. Simple and elegant. Vayl wants to control where the action takes place, so having a +1 to start is great, as it gives you a roughly 60% chance of starting the game and thus dictate where the game takes place by moving forward first.

Tier 3: Her battlegroup includes three or more Warbeasts with Flight: +2 SPD on turn 1 for her flying beasts. Again, moving into position is great to dictate the flow of the game. She always wants to run 2 Angelii, so it is a simple matter of either including a cheap Harrier or a Seraph to fill tier 3.

Tier 4: Her battlegroup includes three or more heavy Warbeasts: Her heavy Warbeasts cost one less point each. As her 2 Angelii are heavy, she simply needs to add a third heavy and be done with it. In fact, she likes running 5-6 heavies, so this tier bonus easily ends of saving enough points for the Spawning vessel and then some.

So what is in her list?

Vayl, Consul of Everblight +6

  • Succubus: 2
  • Angelius: 8
  • Angelius: 8
  • Ravagore: 9
  • Ravagore: 9
  • Seraph: 7
  • Scythean: 8

Blighted Nyss Shepherd: 1

Blighted Nyss Shepherd: 1

Spawning Vessel and 6 Grunts: 3

This is a slight adaptation of Jake Van Meter’s tournament-winning list, dropping a unit of Blighted Nyss Legionnaires for another heavy Warbeast. The basic tactic is to use the Ravagore’s insane 14” shots to slow down the enemy and block parts of the battlefield for 1-wound infantry with their Scather templates. The Angelii flank, with the Seraph and Vayl using their Slipstream animi to move them further or push a Ravagore into range for a turn 1 shot on advance deploying units. The Scythean advances centrally to shield Vayl and keep opponents honest. Ideally, one of the Angelii gets Refuge cast on it. Then in turn 2, the Refuged Angelius goes first, attacks a heavy target with the Armour Piercing sting attack, then uses its own Repulsion animus to push the opponent back before activating Refuge to back off again, ideally behind a forest because Legion loves forests as their Warbeasts can see through them, whereas enemies cannot. Then the Scythean goes in and unleashes its attacks, ideally triggering a chain attack to clean a 2” zone around it. If the opportunity presents itself, Vayl then activates and shots the Scythean in the back with her Oraculus. If it hits, it will not deal much damage, being POW8 hitting POW18, but once hit, the Scythean functions as an Arc Node for the turn, so she can channel spells through it. Then she feats and unleashes hell on whoever happens to be in 10” of the Scythean. She casts the free Refuge on herself, uses it to scoot into safety, then casts a free Admonition on herself to keep her from being charged and casts Refuge on the second Angelius, who then does the same thing the first one did. The Ravagores then clean up or block charge lanes to the Scythean. For thereon in, it is mostly a cleaning up operation.

List 2: Vayl’s Creature Feature, now with more infantry

Vayl, Consul of Everblight +6

    • Angelius: 8
    • Angelius: 8
    • Ravagore: 9
    • Ravagore: 9
    • Harrier: 2
    • Scythean: 8

Blighted Nyss Shepherd: 1

Blighted Nyss Shepherd: 1

Blighted Nyss Hex Hunters (10): 8

Spawning Vessel and 4 Grunts: 2

This variant of the list drops the Succubus and the Seraph to include a Harrier (to make sure I have 3 flyers for Tier 3 and a full unit of Blighted Nyss Hex Hunters. The Hex Hunters are in the list because they have Magical melee attacks and the Battle Wizard rule, so they can charge, hopefully kill an enemy and if they manage to do so, they can also cast their Hex Bolt spell, which is a POW13 shot. With DEF14, Pathfinder, Stealth and SPD7, they can hide in forests or other concealing terrain and be reasonably safe from enemy retaliation. As the original list struggles against Incorporeal units, the Hex Hunters are there to remedy that. I am not sure if I like that list though as it lacks a 6 heavy Warbeast, so I guess I will have to make sure my second list in a two-list format can deal with Incorporeal units.

List 3: Lylyth’s Wild Hunt

Lylyth, Shadow of Everblight +5

  • Succubus: 2
  • Nephilim Bolt Thrower: 6
  • Ravagore: 10
  • Ravagore: 10
  • Naga Nightlurker: 5
  • Teraph: 5

Strider Deathstalker: 2

Strider Deathstalker: 2

Blighted Nyss Shepherd: 1

Blighted Nyss Shepherd: 1

Strider Rangers: 6

Blackfrost Shard: 5

Lylyth, Shadow of Everblight, is a ranged Warlock, specialising in crippling the enemy force with a hail of arrows and blight-fueled fireballs. Her spell list support that, by giving bonuses to everyone shooting a target unit, letting models move if the target advances or by giving models in her control range Stealth, thus giving her an advantage in ranged confrontations. Her feat gives each friendly Faction model in her control range +4” RNG and lets her and her Warbeasts shoot an additional shot this round.  Her whole army is designed to take advantage of her ranged skills to take out as many opponents as possible at range, then mopping up survivors in melee if necessary. As she is a ranged caster, the two Ravagores are almost mandatory, as is the Naga Nightlurker, which has Magical attacks and can give another model Magical and Blessed attacks, so letting a Ravagore hit Incorporeal models or ignore ARM or DEF bonuses created by spells. The Teraph rounds out the ranged Warbeasts, adding another 3” AOE to the mix and having the useful combination of Advance Deployment and Dig In, letting it use its first turn to get into a firing position offering good views over the field, then digging in to increase its DEF to 15 and becoming immune to blast damage. Alternatively, thanks to AD it might even be able to snipe someone turn 1, especially if going second, as it can then deploy up to 16” onto the field, move 6 and fire 10, so shoot well over the middle line in turn 1 to catch the first wave of the enemy off guard. It does not have the same firepower as a Ravagore, but it is also 40% cheaper.

Finally, there is some infantry and some solos to round up the list. The Shepherds are there to provide fury management, which is key on account of Lylyth being Focus 5 only. The Deathstalkers are unit-killing machines with a RAT of 8, Stealth and Advance Deployment, they can quickly get into position without being in danger of being shot at, then start killing infantry. As they have Sniper, they can choose to deal an automatic wound instead of rolling to wound, letting them kill single-wound models easily enough, which makes them the bane of units in Shieldwall or Defensive Formation. After killing the first model, they can move 2” then shoot again, so two of them in concert can kill 4 men in a Shieldwall, thus depriving the other 4 next to them of their Shieldwall bonus too (you only get the Shieldwall or Defensive Formation bonus if next to another model with this rule, so if there are 8-10 in a line or in groups of 2-3, simply killing the second one will cause the first one to lose the bonus and so forth) and leaving them open to other shooting. By the way, Lylyth also has Swift Hunter and Snap Fire with a ROF2 bow, so she can kill up to 4 models per turn (normal shot 1 kills, Snap Fire shot 1, normal shot 2 kills, Snap Fire shot 2), moving 8” in between shots.

The Strider Rangers are the slightly less apt cousins of the Deathstalkers, being only RAT6, but also having Stealth and Advance Deployment, as well as being able to combine their shots to gain greater accuracy and power. Finally, the Blackfrost Shard is the Legion’s version of Lady Aiyana and Master Holt, only that there are three of them and they each have an individual spell in addition to two shared ones. So one has Kiss of Lyliss, Aiyana’s +2 damage spell, whereas another has Cloak of Mists, her spell granting Stealth to the unit. The leader only has Disbinding, letting him cancel enemy upkeeps on the unit, which is slightly pointless as they will die once an enemy has hit them with a spell. All of them share the Ice Cage and Ice Bolt spells, the first one being a DEF penalty for one model, that makes the model Stationary if all three cast it on the same target, and the latter being a ranged attack that also makes the target Stationary on a crit, so I guess this will be the leader’s main job.

The thing I dislike about Lylyth though is that she is a very mono-dimensional caster, similar to eCaine or Butcher3 in that sense. She is good at hitting things and helps her army hit things, but she is not really good at anything else. Beyond giving her battlegroup Stealth, she has no defensive abilities and she is herself quite squishy at ARM14, though at least she has a high DEF of 16 and due to Eyeless Sight, she can hide in forests without taking a penalty to hit.  She can play attrition reasonably well by alpha-striking the opponent to the point where he can no longer defend himself properly, but she is definitely not a scenario caster, as she will die as soon as she leaves cover to dominate an object. She is also tailored to run a ranged army, so she does nothing for melee beasts. But overall, she is so good at her game that it is hard to complain about her failings in other areas.

List 4: You can’t touch Saeryn

Saeryn, Omen of Everblight + 5

  • Angelius: 9
  • Zuriel: 10
  • Raek: 4
  • Naga Nightlurker: 5
  • Shredder: 2
  • Scythean: 9
  • Scythean: 9

Strider Deathstalker: 2

Strider Deathstalker: 2

Blighted Nyss Shepherd: 1

Blighted Nyss Shepherd: 1

Spell Martyr: 1

Saeryn, the name that causes all melee casters to roll their eyes and say ‘Fine, I will wait a turn if that makes you happy.’ She will be another Warlock I am keen to try out, one of the strongest in Legion, if not in Hordes and one that does really well in Control or scenario play, the playstyle I like best in Legion. Why, you might ask? Well, one big reason for it is her feat, Foreboding. For one complete round, models in her battlegroup (including herself, but not the Archangel, the Legion’s Gargantuan) cannot be targeted with melee attacks, including free strikes or friendly attacks. Yup, it is a timewalk like eHaley’s feat. Of course, like eHaley, there are ways around it, such as ranged attacks or magical attacks, but you shouldn’t drop her against Cygnar because of that. She does not only rely on her feat though, as her spell list is excellent. She has a POW14 shot and the utilitarian Banishing Ward to make her or another model/unit immune to enemy spells, as well as the handy Respawn that respawns one of her Warbeasts on 3 health if it is killed. The real money-makers in her list however are Breath Stealer and Blight Bringer. Breath Stealer gives a unit a DEF and SPD penalty, thus making them easier to hit and unable to charge. Slowing down Trollkin Warder to SPD2 is hilarious. Well, not for the Trollkin player, but for everyone else it is. Blight Bringer is a 5” template that you centre on a friendly beast, so there is no roll to hit involved. Then every enemy model under the template takes a POW12 hit and anyone entering the template the next turn takes an automatic wound. This is great as it makes even a heavy Warbeast immune to single-wound infantry, as they cannot enter into melee without touching the cloud, which would kill them before attacking. It gets even more hilarious on the Raek though.

Speaking of Raek, her battlegroup is very large, as with all Legion Warlocks not named Kallus. She has the obligatory Angelius to clear zones with its animus and attack high ARM targets with its Armour-Piercing tail, two Scytheans to hit things in the face and a Shredder to gain Tenacity to put her to DEF17 and ARM15 (19/15 and immune to blast against shooting). These are all classics that you will see in some amount in each Legion list. But then she branches out a bit, with a Naga to have some shooting or way to deal with Incorporeal creatures, as well as those pesky models with DEF and ARM bonuses due to spells, which her animus lets you ignore for a turn. This helps Scytheans engage and destroy buffed heavies or mow through entire units that though their Escort or Inviolable Resolve spell would save them.

She also has the aforementioned Raek, an assassin-type Warbeast that has an excellent DEF of 15 (16 with Tenacity), Stealth, Advance Deployment and the ability to jump 5” after a normal move. The last one is great as it is a placement, not a movement, so it does not trigger free strikes or abilities that trigger at the end of a movement, such as Vayl’s Admonition, Defensive Strike or Watcher. Combined with its Reach tail attack, it can stop at 6.5 inches of a model with Admonition, Boundless Leap to within 1.5”, then hit with its tail without letting them use Admonition to get the hell out of Dodge. Another use of the Raek is to advance towards a Shieldwall or a group of models that have killed a heavy and are thus arranged in a circle around the empty space the heavy had been in, jump behind the Shieldwall or into the empty spot, make a few attacks, then have Saeryn cast Blight Bringer on it to kill every single model around it.

Her last Warbeast is Zuriel, i.e. the one thing where Legion has to play by the rules and accept character-restrictions. He is a character Warbeast and a Nephilim, so he has wings and can thus fly. Unlike the other Nephilims, which are all light Warbeasts, Zuriel is a heavy Warbeast with the ARM, damage boxes and damage output of a heavy. It has an excellent MAT of 7 and a decent RAT of 5, but both can be increased by its animus, Predator’s Instinct, which adds a dice to all attack rolls against non-Warcaster, non-Warlock warrior models, so everything that is not a Warcaster, Warlock, Warbeast, Warjack or Battle Engine, ie all solos and units that are not one of those. As this is not a boost, you could even boost to add a fourth die if you really want to hit something. This lets Zuriel mow through infantry and solos without working up a sweat. Against Warbeasts and Warjacks, it does not need that bonus as they are usually easy to hit, so it can lay into the targets with its two P+S16 attacks and if both hit, get a free POW12 spray on the target and everything behind it, then buy more attacks if necessary. Should it need to clear infantry, it can simply cast Predator’s Instinct, spray once with 3 dice to hit, then buy a second spray (ROF 2) to the other side (or the same) and create a gap of dead or burning models for the Scytheans and Angelius to charge through. Of course, like all Animi, it is also granted to the Warlock, so Saeryn can throw her knives, which stop people hit from using Tough, healing or transferring wounds for a round,  with deadly accuracy. Moreover, as Zuriel is Saeryn’s creation, she has an Affinity with Zuriel, letting her channel spells through Zuriel if within her control range and unengaged.

Her support cast features the traditional Shepherds for Fury management and Deathstalkers to kill stuff, as well as a Spell Martyr to channel a spell through, though he might be replaced with a Swamp Gobber Bellows Crew to create clouds front of Saeryn.

So those are 4 lists I shall be working on over the next few weeks. Here are some pictures of the newest models Christian has painted, some of which I have referred to in this article. So enjoy!

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The Blackfrost Shard

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Succubus Warlock Attachment

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Saeryn, Omen of Everblight

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Nephilim Bolt Thrower


Weekly update: Some games I played and my current Blood Angels list

It has been a while, what with Christmas and all that. I have received an amazing gift from my wife, the Lego Simpsons House. Initially, I was not terribly happy with it, as I feel that it is getting this thing where she buys me Lego and I act really happy but would have preferred some minis instead, but now I am spending an hour or so each day building away at it and it is much more fun than I though. So I guess she knows me better than I do. That’s why she is the best. But I also got some other presents that are wargaming related and the workstation is very busy, as I am trying to update my Blood Angels and also get the remaining Warmachine stuff ready. All this and lots of unhealthy food have cut into my blogging time, but I am trying to give at least a sort of an update now.

So, I played a total of 5 games of Warmachine since the last update. I am going to keep my summaries brief, as most of them happened three weeks ago, as I concentrated on the games of 40k I played in my blog entries the last few weeks.

In games 1 and 2, I finally got round to fielding my Convergence army against Chris’s Elves, as he was in dire need of a change after preparing for Saarcon and thus playing nothing but Trollbloods for months. He played his go-to list with Ossyan as his Warcaster with Sylys Wyshnalyrr as attachment, some Archers, Ossyan’s warjack, Hypnos, and a Daemon warjack, so double heavy warjacks, a huge unit of Mage Hunter Infiltrators and another one of Mage Hunter Strike Force with its attachment to gain Advance Deployment, Eiryss2 and two Mage Hunter Assassins. In game 2, he lightly changed the list, dropped Eiryss the solo and buying Eiryss the unit attachment (Eiryss3) for his Infiltrators, so they also had Advance Deployment. In game 1, I ran my Aurora list and it rocked. I got to blonk Aurora on a hill where she had DEF18 against anyone not on a hill, so she was able to avoid most shots, but still nearly died as I deployed her an inch too close to Ossyan, meaning that he could shoot her with his -2 DEF pistol and then having the rest of the army open up on her. However, the rest of my army performed extremely well and on turn 2, I popped my feat that let every model that hit an enemy model move again after their combat action. This, combined with her True Path spell that added +2 movement to every warrior model in her control zone, meant that I was able to finish off most of his models in my half of the table to defend my control zone, as well as push really far into his half to contest his zone. My Mitigator was also able to fire on his objective in turn 2, easily hitting it with its DEF5 to cause one point of damage to it, but more importantly, also giving one point of damage to Ossyan standing next to it and knocking him on his behind where he was DEF5. Unfortunately, as he had used his feat the round before, all my ranged attacks in his control area were at -1 dice, so I could not immediately kill him as my POW13 shots were unable to pierce ARM17 on just one dice. Luckily, due to the fact that he was so boxed in by my aggressive advance meant that I could do the exact same thing the following turn, only this time with the usual 2d6 on damage rolls and that did him in. I really liked playing with Aurora, as she is the training wheel warcaster for Convergence, at least in terms of getting the Corollary in the right place and starting the Focus Induction chain the best possible way due to the fact that she has the Field Marshal: Apparition ability, letting herself and all her jacks move 2″ in the control phase, thereby being able to move them in the right position before they activate in the action phase.

In the second game, I played Iron Mother Directrix’s Theme Force on the fourth tier, using lots of Vectors, including Prime Axiom, and 18 servitors, in addition to the three Prime Axiom spawns the first turn. I lost the game on scenario, but it was clear that it would be a rough game for me from the beginning, as he had lots of models with Stealth, so I could not use my superior ranged firepower as much as I wanted. I also lost too many servitors round 1, as I advanced them without clear idea of what they should do. And I got rightly punished for it. I was seriously impressed though by how hard the Prime Axiom is, as it took a whole army’s worth of shooting, some of which at 4d6 due to Ossyan’s feat and the Mage Hunter’s bonus dice against Warjacks and still had half its boxes left before the mechanics even got started repairing it. It also wrecked one heavy warjack and was about to do the same to the second one. I feel that if I had paid more attention to my servitors and also bought more Reflex servitors I could have had a good chance to really do a number on his elves, as Reflex servitors can use their Countercharge ability to threaten zones and their explosion does a lot of damage on lightly armoured elves, even if it does not cause a direct hit. I also misplayed one of my Vectors, diverting it from the main thrust to kill a Mage Hunter Assassin. It did that, but that movement left it out of position and it spent the rest of the game trying to get back in line, thus opening up the Prime Axiom for a countercharge by some Mage Hunter Infiltrators. Even though they barely scratched it, the way Chris had put them meant that I could not actually move the Prime Axiom for three rounds as I could not move over their bases to trample them. If the Prime Axiom had not been blocked by them, it could have made a move towards Chris’s objective and Ossyan, thus limiting his options. As it was, it still managed to kill those two heavies, but otherwise could have done the same thing whilst also advancing. In conclusion, I really played without a coherent battle plan that game and that simply does not work in WarmaHordes, especially not with a finicky faction like Convergence.

So the series of Chris and I going 1-1 in games on the same afternoon continues.

The week after, he asked if we could play 35 points because he has recently converted to the beardy side and is now starting a Cryx army with Goreshade3. Of course, if you change from Elves to Undead, Goreshade is the natural way to do it, being an outcast Elf who started a civil war and then got banished and turned lich lord at the end of it. I decided to bring two lists, seeing as I was on holidays and thus might be able to play more than two games in a row, especially with 35 point-games normally only taking the better part of an hour. And in fact, the first two games were over in only slightly more than one hour.

He ran Goreshade on his horse, a unit of 5 Bane Riders (heavy cavalry that can ignore terrain and models when moving because they are Ghostly), 10 Satyxis Raiders and their attachment, the Sea Witch (basically, they are female pirates with SPD7, high DEF, a horn attack and a whip attack with Reach that also causes a point of damage to the enemy warcaster if it damages a ‘jack in his battle group), Blackmane’s Ghost Raiders (Incorporeal pirates that add models to the unit if they kill enemies in melee whilst Blackmane is still alive) and two light warjacks that were primarily there to be fast and annoying Arc Nodes, which seems to be what all Cryx Warcasters bring. In essence, a lot of models that were quite difficult to deal with as Goreshade could give them Stealth via spell, in addition to the Ghost Raiders being immune to non-magical attacks and the Satyxis having an amazing DEF.

When I wrote my lists, I was not aware of what he would bring exactly, so I tried to bring a balanced selection. However, he sent me his list two days before the game and it turned out that my lists all had a unit of Arcane Tempest Gun Mage Pistoleers with Officer attachment in them, simply because they are the best unit Cygnar has in terms of allround performance and utility. And what they would especially do is completely invalidate most of his defensive tactics, having magical attack on their Magelock pistols and being able to ignore Stealth, so the games would not have been very interesting, as my Gun Mages could have easily taken out half of his army at range before he could even get into threat range, then continue to do so in melee as eCaine would give them Gunfighter to use their pistols in melee too. So I decided to drop them out of the Caine list and thus ended up with this: eCaine with his trusty Squire and a Hunter light warjack to spend his warjack points on, 6 Rangers and then a metric ton of Mercenaries, including Lady Aiyana and Master Holt for ARM debuffs or to give a unit magic attacks for a round, 10 Press Gangers and 10 Boomhowlers to have boots on the ground with Tough to shield Caine, Alexia Ciannor and the Risen to be the second wave, Rhupert Carvolo to give either the Rangers or the Risen Tough and Reinholdt, Gobber Speculator for an extra shot.

In game 1, everything went the way it should be. In turn 2, Caine measured his control zone, popped his feat and then went to town, dropping Blackmane to stop the Ghost Raiders from respawning, then gunning down all five Ghost Raiders in a single volley before picking off a Satyxis with his last shot. Combined with the fact that the Boomhowlers had 4+ Tough and could not be knocked down (so unlike normal units with Tough, they would not drop to the ground when passing their save and thus still threaten free strikes and block line of sight) or made stationary (Goreshade’s feat lets you sacrifice any number of your undead in his control area to freeze every model close to them, thus opening up lines for him to ride through and then murder your now stationary and thus DEF5 warcaster) and thus singlehandedly stalled his Satyxises and kept Goreshade from going medieval on me, this meant that I was putting a lot of pressure on Goreshade and he could not do much on the next turn, before the Boomhowlers slew the last Satyxis and started whaling on the bonejack in the control zone to start scoring on scenario. Wow, that was a long sentence. Anyway, in my third turn I managed to cripple most of his army and he had to try a fairly difficult assassination run, which he did not manage to pull off, so Caine did him in on the next turn.

In the second game, I began and thus advanced even more aggressively, forcing Chris to respond to my moves instead of doing his own thing. This meant that he had to expose Goreshade far more than he would have normally done and at the beginning of my second turn, I went into the tank, as Magic players like to say, to calculate the odds for an assassination run, simply because I could and turn 2 assassinations are the reason why I chose Caine in the first place when I started playing Warmachine. The odds were in my favour and on average dice, I should be able to deal enough damage to kill Goreshade with 4-5 damage points to spare. So once I had cleared all intervening models, I declared my charge into the back of an unsuspecting Press Ganger (he is a merc, that’s what they are for), then before attacking, I used Gatecrasher to teleport 8 inches towards Goreshade and into melee ranged, said ‘Feat!’ and started shooting. Remember what I said about Chris and I always going 1-1 in games? Seems that my dice had heard him point that out at the beginning of the game, as they decided to roll dramatically under average, leaving Goreshade barely alive on 3 damage points. He then proceeded to cast a million Syphon Bolts at Caine, and when I say a million, I mean 2 because that’s all it took to kill him. So the series stands, I guess.

Chris then had to leave and I asked Geoffrey if I could run my Kara Sloan list against him because I wanted to see her in attack too. Let’s just say it didn’t go too well. First of all, as I had only brought my 35-point lists (Caine needs a lot of space in the carrying case with all the mercenaries he brings along) and Geoffrey and I both wanted to play 50 points, I had to fill the list with what I had at hand, which was not necessarily what I would have wanted to play. I also had to re-familiarise myself with her spell list, as I have never played with her before and after two games with Caine, I had his spells in mind but not hers. That is really a point where practice makes perfect, as I can switch between Caine, Haley and Stryker without much difficulties as I have had 10+ games with each one of them, whereas Sloan is new to me. The same happened to me the week before, when I had spent a lot of time memorising Aurora’s spell list and running sample turns to see how she could allocate her focus in different situations and not doing the same for Iron Mother Directrix, with the result that I made a significant number of misplays with Directrix and only two negligible ones with Aurora. So to made a long story short, I misallocated my focus the second turn, then tried to use my feat to take out Behemoth, his heavy character warjack, before Behemoth could drop two cannon shots on Sloan. I then activated in the wrong order, activating my Gun Mages before Sloan, so they did not benefit from the boosted shots her feat gives every faction model and therefore missing the last two models between my Charger and his Alexia Ciannor. As a result, the Charger had to shoot those models first with the extra shot from Sloan’s feat and his first shot, then shoot Alexia with his second shot and doing exactly two points of damage less than necessary to kill her and all her Risen, so she redirected the damage to the Risen, killing all but one of them and staying on one wound herself before raising another 6 Risen the next turn and taking a boosted shot into Sloan with 2 of those Risen being sacrificed to get the boosts on the ‘to hit’ and damage rolls respectively. To make matters worse, Sloan’s Weapon Mastered, boosted to hit Sniper Rifle had obviously been loaded with blanks, as she dealt only 14 points of damage in three shots when she should have done nearly twice that on average, so I did not manage to destroy Behemoth. So she died the next turn and I was 2-3 in games of Warmachine for those two weeks. But I can see where the problem is and maybe I can do better next time.

Onwards to 40k now, where I am still working on my Blood Angels, adding new models to get the list up to speed. At the moment, I am painting a second batch of Sanguinary Guard that was part of my Christmas loot. Once they are done, I can run a unit of 10 of them to bring the pain. I have also swapped a few weapons around, adding a combi-melta to an Assault Sergeant with power fist and replacing two flamers with meltaguns to let me field two full Assault Squads with double melta and jump packs. In addition, I built and painted an Assault Sergeant with combi-melta and another one with double Inferno pistols to go into my two 5-men Assault Squads with double melta but without jump packs. These units will go into Rhinos or Drop Pods, depending on how fast I paint my Drop Pods. Finally, I assembled and painted a Sergeant with combi-flamer and a Tactical Marine with heavy flamer to run a tactical squad with all the flamers in a Drop Pod or Rhino. ‘But how are you going to find all the slots to play all those Fast Attack units because I also see that you have dusted off your Land Speeder and Attack Bikes?’, you might ask, or would if you could see my painting table. Well, as usual Games Workshop has found a way to milk the cash cow and the new instalment of Shield of Baal, the aptly-named Exterminatus, features a wide range of Blood Angels formations and more importantly, two new detachments for them. The first one, the Archangels, focuses on the veterans of the First Company and lets you field an army consisting of nothing but HQs and Elites choices, limiting those further to Dreadnoughts, Terminators of either kind and Sternguard or Vanguard Veterans. It looks fun, but it is not the detachment that has caught my eye. That prize goes to the second one, the Flesh Tearers Strike Force detachment. As you might know, this successor chapter of the Blood Angels is putting the Rage into Black Rage and their numbers are swiftly dwindling as more and more of them join the Death Company or go berserk in the middle of battle. To reflect their homicidal tendencies, this detachment restricts you to only 1-4 Troops choices (so only 1 is compulsory), but ‘forces’ you to take one compulsory Fast Attack choice with another 5 being optional, so you can field a grand total of 6 Fast Attacks choices! Of course, you lose Objective Secured and the universal re-roll of the Warlord trait (you can still re-roll if you take their own table, which is not that bad, having Rage for the Warlord and his unit, Hatred for the Warlord and his unit or Preferred Enemy for the Warlord (and thus his unit) as well as some other decent ones) but in turn get Rage if you roll 10+ on the charge roll before modifiers for terrain. On the other hand, who cares about Objective Secured when you can just murder everyone in arm’s reach and then use your jump pack to murder the people outside of arm’s reach too.

So my current 2000 points list is:

Librarian: Lvl 2, Veritas Vitae, Jump Pack

Sanguinary Priest, Jump Pack, Power Sword, Bolt Pistol

Lemartes, Guardian of the Lost

10 Death Company: 1 Power Weapon

10 Scouts: Veteran Sergeant with Power Sword and Meltabombs

10 Assault Marines: 2 Meltaguns, Veteran Sergeant with Power Fist and Combi-Melta

10 Assault Marines: 2 Meltaguns, Veteran Sergeant with Power Axe and Meltabombs

5 Assault Marines: 2 Meltaguns, Combi-Melta, Rhino

5 Assault Marines: 2 Meltaguns, 2 Inferno Pistols, Rhino

Attack Bike: Multi-Melta

Land Speeder: Heavy Bolter, Assault Cannon

Baal Predator: Sponson Heavy Bolters

Baal Predator: Sponson Heavy Bolters

Sicaran Battle Tank: Sponson Heavy Bolters

As you can see, it is an all-in army list, going for the throat and ripping out the opponent’s heart, then stuffing it down their pants and laughing. Blood for the Blood God, erm, For the Emperor!


Moving on with Cygnar: Some armylists I have been working on

I have really worked on painting up all my Cygnar models and I am quickly reaching the end of the painting queue, or rather I would if I didn’t add new models all the time. I guess this is a cross all wargamers have to bear.

The last couple of months, I have really focused on Stryker and Haley; and even though I believe that I have made a lot of progress with them and also with the game in general, I am itching to try some new Warcasters, as well as returning to my first Warcaster, Captain Allister Caine. So I have been durdling around on paper and War Room, as well as perusing the forums on Privateer Press. I have come up with 4 lists I want to try. So without further ado, here goes:

List 1: All the Caine’s men

Allister Caine plays a supporting role in the current storyline, as he is not part of the main event of the Cygnaran story arc, the fight between Khador and Cygnar on the one hand and Cryx on the other. In fact, he has been detached to the Cygnaran Reconaissance Service (CRS), Cygnar’s MI6 and yes he has a license to kill, and is currently shadowing the renegade Warcaster Asheth Magnus and his charge, the bastard son of Vinter Raelthorne IV, the deposed king of Cygnar. As such, he is working without support by most of Cygnar’s regular army and is often in company of mercenaries and other disreputable figures. The good thing is that such an army actually fits him very well.

Captain Allister Caine: +5 points

– Squire : 2

– Hunter: 6

Journeyman Warcaster: 3

Rangers: 5

Gorman Di Wulfe, Rogue Alchemist: 2

Rhupert Carvolo, Piper of Ord: 2

Reinholdt, Gobber Speculator: 1

Ragman: 2

Lady Aiyana and Master Holt: 4

Alexia Cyannor and the Risen: 5

Greygore Boomhowler and Co. (10 Trollkin): 9

Horgenhold Forge Guard (10 Dwarves): 8

Press Gangers (10 Pirates): 6

The idea of the army is fairly simple, you wish to assassinate people and your entire army is either there to buy time or help with that plan. The Risen, Boomhowlers, Forge Guard and Press Gangers are simply 40 bodies to get in the way of the enemy. The Risen can supply more bodies once the first wave has died. The Rangers and Press Gangers can advance deploy, so will form line 1, followed by the Trollkin. The Forge Guard will bring up the rear and can help out with tough targets in the way. The Trolls and Press Gangers have innate Tough and Rhupert can give it to either the Dwarves or the Risen, so there are a lot of 5+ saves to be grind through for my opponent. The Ragman and Aiyana can give an ARM penalty to facilitate Caine’s job and the Hunter is reasonably cheap and has an Armour Piercing gun to punish high ARM targets. As Armour Piercing halves the base ARM of the target, it combines well with ARM penalties, as they are then applied to the modified ARM, so if it hits an ARM 20 ‘jack affected by the Ragman, the ‘jack would be ARM 8 (half of 20 – 2). Aiyana does not give an ARM penalty but a damage bonus, but that would boil down to the same in most cases. Once the opponent is mired in the sea of Tough bodies, Caine should move into position and shoot someone.

List 2: Sniping for Girls

One of the new Warcasters I would like to try out is Captain Kara Sloan. She is often likened to Captain Allister Caine because they both specialise in ranged assassination runs. However, where Caine is mostly working on his own, using his focus and pistols with unlimited rate of fire to mow down half a dozen men a turn, Kara Sloan works on the single important kill, wielding Spitfire, a sniper rifle with 14” range and POW12 with Weapon Master. She can only fire it once a turn or twice with Reinholdt, who is an auto-include with her for that reason, so she is not the focus hog that Caine is, as she has some to spare after boosting her attack rolls, if necessary, and her damage rolls, which she should always boost. This means that she can actually support multiple Warjacks or cast more spells on your units. With Deadeye, adding a die to the first shot of each model in a unit, and Fire Group, giving each model in her battlegroup a slight range bonus, she can actually support her army’s ranged accuracy, but more importantly, in her feat turn, she gives every friendly faction model in her control range boosted ranged attack rolls and if a model in her battlegroup hits an enemy model, another member of her battlegroup gets a free out-of-sequence shot right away, which does not even have to hit the same model or unit (limit of one free shot per hit, models may only use one free shot per round, no purchase necessary). So unlike the lone wolf Caine, who does it all by himself, she plays nice with others. In addition, the fact that only friendly faction models benefit from her feat means that she is better off running Cygnar units instead of mercenaries. However, she is often seen as a ‘trap’, as her feat and model suggest a ranged focus, but she is probably better off in a combined army where she helps out with killing key models whilst her troops focus on removing the enemy with melee and ranged attacks. She therefore works very well with Storm Knights, as both Storm Lances and Stormblades have access to the Assault order that lets them shot then do melee. On her feat turn or with Deadeye, those attacks would actually be dangerous as they would roll 3d6 to hit, thereby offsetting the low RAT Storm Knights have.

Her list would like something like this:

Captain Kara Sloan: + 6

– Squire: 2

– Hunter: 6

– Stormclad: 10

Journeyman Warcaster: 3

Reinholdt, Gobber Speculator: 1

Ragman: 2

Arcane Tempest Gun Mage Pistoleers: 6

– Arcane Tempest Gun Mage Officer: 2

Stormblade Infantry: 5

– Stormblade Infantry Officer and Standard: 3

Storm Lances: 11

Rangers: 5

The Hunter is there to hit high ARM targets again. The Stormclad has a decent shot, but more importantly, it packs an amazing wallop in close combat and only needs a single Focus Point to function well, which it can gain for free by activating with 5″ of a Stormblade Infantry model. The Gun Mages are there, because it is the law if you run a Cygnar army. Deadeye gives them more critical hits, which works well with their Critical Brutal Damage or Critical Knockdown shots. In fact, on the feat turn, they could rock 4d6 on their shots, which guarantees a pile of critical hits. The Stormblade Captain helps all Storm Knights with Tactician and Relentless Charge.

List 3: Dr. Sebastian Nemo presents: Fun with flags lightning

Commander Adept Nemo has been a model that I have had around ever since I got started, but have never fielded so far. The main reasons for this fact is that he is extremely fragile, with a terrible 14 for DEF, ARM and damage boxes, meaning that he is dead as soon as just about anyone gets their hands on him, and the fact that his playstyle is rather peculiar, being a Warjack-centric caster in an army that is not really known for its Warjacks. However, he brings two rather nice features to the table. He can add up to 5 Focus Points to a single Warjack each round and he generates up to 3 extra Focus each round, one for each spell being cast by another model (friend or foe) in his control range. As he has a respectable 7, the second highest in Cygnar after eHaley, to begin with, this means that he can either run 3 Focus on two Warjacks and still be a respectable spell caster, or go all-in and drop 5 into one and 3 in another to really bring some steam-powered death to the table. He also has a bit of a combo potential going on, being able to drop multiple Chain Lightnings on turns 1 and 2 with Thorn. Chain Lightning does a POW 10 hit on one model, then automatically arcs to d6 models, always hitting the model nearest to the last target. As Thorn can run 12, then have Locomotion cast on it for another 6″ (3 from the spell and 3 from its Reaction Drive), it can easily reach a target within the enemy lines on turn 1 (provided the opponent goes first or has models with Advance Deployment) and then arc deep into the enemy deployment zone to hit support solos. Granted, this trick would mean that Nemo has no other Focus that turn, but it might be worth it. As always, it is nice having the option, but it is not a must. He is also about the only Cygnar caster who benefits from being joined by Sylys Wyshnalyrr instead of the Squire.

Commander Adept Nemo : +6

– Sylys Wyshnalyrr, The Seeker: 2

– Stormclad: 10

– Thorn: 8

Journeyman Warcaster: 3

Captain Arlan Strangewayes: 2

Lieutenant Allison Jakes: 3

– Charger: 4

Rhupert Carvolo, Piper of Ord: 2

Tactical Arcanist Corps: 4

Arcane Tempest Gun Mage Pistoleers: 6

– Arcane Tempest Gun Mage Officer: 2

Stormblade Infantry: 5

– Stormblade Infantry Officer and Standard: 3

– 2 Stormblade Infantry Storm Gunners: 2

This army has the typical Gun Mages to provide fire support, Stormblades to hit people in the face or just be a tarpit with Rhupert Carvolo giving them Tough and Junior casting Arcane Shield on them. The Tactical Arcanist Corps are a new addition (see below. Or not as it turns out.) and are there to support Nemo by either dropping Cloud Effects in front of him or setting guys on fire. As there are three of them and each one of them can cast a spell per turn, they can power up Nemo on their own. But with Junior, Allison Jakes and Arlan Strangewayes all having spells as well, there will never be a shortage of spell-casters to power up Nemo.

List 4: Jedi Sturgis before he became Darth Sturgis

The kickstarter campaign for Privateer Press’s first foray into computer games, Warmachine Tactics, included 8 different models for backers. All factions received their named Journeyman that way, but in addition, Cygnar and Cryx got a new Warcaster as well. Intriguingly, both of these Warcasters share the same name, in fact they are the same person, only with a career change from a living Cygnaran Warcaster to an undead Cryxian one (I think we all know that this was a life-changing experience for him, zing!). But before Commander Dalin Sturgis started having a mould problem, he was actually a decent caster and this army list will feature him doing what he does best, kicking behind and taking names. Sturgis is best described as being a variant of eStryker, as he also focuses on melee skill, but also has a wide range of spells that support his army. The most important spells he has are the Golden Boys of Cygnar buff spells, Snipe and Arcane Shield. So he goes well with all the traditional Cygnar units with ranged weapons and provides the second Arcane Shield to really toughen up your frontline units. In that sense, he is close to pStryker, whom I discussed a couple of weeks ago. But unlike pStryker, he also has a great offensive spell in Lightning Storm, which he shares with eStryker, and also rocks Teleport to be placed completely within 8″ at the end of his activation. Combined with his Chain Attack allowing a 3″ placement if he hits with both his initial melee attacks, he can pull great hit-and-run attacks. As he also has Reversal, which knocks down models missing him with power attacks or charge attacks and can buy two attacks per focus spent, he is quite difficult to pin down and hits like a truck. His melee weapon, with the imaginative name Blade, has two ends, one triggering Electro Leaps, the other one Feedback, so he can charge an easy to hit Warjack, hit it, Electro Leap into the nearest model, hit it with the other end and deal a point of damage to the controlling Warcaster. As many people now run Colossals with a named Journeyman (the Colossal does not eat Focus from the main caster in that scenario and the Journeyman can easily hide behind the Colossal to avoid retribution), this could be lethal as Sturgis can easily fry the Journeyman just by whaling on the ‘jack. As most Journeyman or jack marshals only have 5 damage boxes, this will not end well for them. Finally, his feat, the aptly-named Dead on Arrival, lets him pull all enemy models in his control zone towards him for a small distance, then each model within 3″ takes a hit as well. To make this extra mean, he can pull models through his Lightning Storm or other templates that deal damage to each model moving through them, but this might be difficult to set up.

Commander Dalin Sturgis: +6

– Squire: 2

– Stormwall: 19

Journeyman Warcaster: 3

Ragman: 2

Arcane Tempest Gun Mage Pistoleers: 6

– Arcane Tempest Gun Mage Officer: 2

‘Black 13th’ Gun Mage Strike Team: 4

Captain Maxwell Finn: 3

Horgenhold Forge Guard (10): 8

– Captain Jonas Murdoch: 2

Stormsmith Stormcaller: 1

Lady Aiyana and Master Holt: 4

The Stormwall is there to provide Sturgis with a nice big line of sight blocker to hide behind if he needs to teleport out of trouble. It can also drop Covering Fire templates to restrict charge lanes that will then also serve to kill infantry by dragging them through the templates on his feat turn. The Forge Guard and the Trencher characters are there to hit enemies and benefit from the drag effect to get stuck in earlier on. The Black 13 also drop a POW12 template to annoy people or drag them through it, so they are golden. With the Ragman and Lady Aiyana, this army also brings 2 ARM debuffs.

Of course, some of you might also want to see what I managed to paint this weekend and you shall be rewarded for your patience. Or actually not, as I have just realised that most of my pictures are too dark to publish. So you will just have to wait until I can take pictures in daylight again, which should be not before tomorrow. But there is one for the road, Captain Kara Sloan.



Weekly updates, last week’s games and painting and my armies for Make War not Love V

Hello again. I am going to be brief this week, but there will be lots of nice pictures to compensate for it. I had two games last week. One was with my Dark Eldar against a combined army of Imperial Knights (three of them in 2000 points) and Marines. The mission was Purge the Xenos and as expected, I lost. It was actually a close game where I wiped out all of his army except for one Knight on one hull point, but as I was unable to take that last hull point, I lost 12-16 as my force was handing out kill points left, right and centre. I guess we need more Haywire grenades next time as those actually did their job. None the less, it was a fun game and enjoyable to be the underdog for once.

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I didn’t take a lot of pictures as you can see. The highlight of the game for me was rolling the Warlord trait that gives Move Through Cover (Ruins) to my entire army, letting me park all my tanks on the second floor of various buildings where the Knights could not reach them.

In the second game, I played 2500 points of Blood Angels against Imperial Guard with an Imperial Knight. The Knight mauled my forces and took out two full units of Assault Marines on its own, but it turned out that even just three Death Company troopers and a Reclusiarch can single-handedly murder the centre of a Guard gunline. He actually managed to be more mobile than usual, thus scoring more objecitve points, but still not as many as a fully mobile army. I am looking forward to the new book with the Sons of Baal. I also used the three Drop Pods I have left from my abandoned Drop Pods army project, dropping a Death Company and a Death Company Dreadnought in turn 1 and 5 Sternguard Veterans with meltaguns in turn 2. I had the Warlord Trait that lets three units Infiltrate, using that to feint to the right and overwhelm that side. He again jammed his Knight by putting it behind other units, thus slowing it down.

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On the painting front, I painted a second unit of Grotesques, based on a box of Vampire Counts Crypt Horrors and two Rat Ogres, plundering a Talos sprue I had in my bitzbox for parts. I hope they look sufficiently coppled together and like the crimes against Nature they are.

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The following models were all painted by the talented Christian as part of my Convergence of Cyriss army that I hope to take to the field in the next couple of weeks.

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The model that started it all for me. Aurora, Numen of Aerogenesis. The assassin warcaster of the Convergence, she gets bonuses if attacking the same model as a Clockwork Angel. Her spells and feat emphasize her mobility.

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Clockwork Angels. Light skirmishers with wings, so they can swoop over enemy models to get to softer targets in the second line. They also have a decent ranged attack on their staves.

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A Monitor Heavy Vector. He can fling buzzsaw blades with his left arm to do ranged damage or get there with his right claw.

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A Galvaniser Light Vector. At only 3 points, it is one of the cheapest Warjacks. It can do some damage with its buzzsaw, but is also able to repair damage Vectors, heavy infantry or even Warcasters.

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Forgemaster Syntherion, the Convergence’s other Warjack-oriented caster. He has three upkeep spells he can cast and his special rule lets him upkeep them without having to spend focus, so he is quite good at buffing Vectors.

Next weekend is the fifth edition of Make War not Love and I am looking forward to it. I hope to get many games in, actually aiming to get to six or seven to see when I actually start feeling sick playing 40k. I am going to bring those two armies, trying to keep it casual and light.

Army 1 : DARK ELDAR Snakes on paper planes.

This is the newest version of the Dark Eldar list. I kicked some unnecessary wargear and the Incubi to add more Warriors on paper planes. The Incubi were nice against Terminators and other 2+ save units in theory, but given that everyone of these units seems to have an Invulnerable save too, they were not that useful and I rather have more guns instead. This means that the only remaining close combat units are the two Grotesques units, but I think they are tough enough to get there and deal with most average units in assault or slow down enemy assault units. They probably won’t stand up to enemy elite assaulters, but the rest of the army is there to shoot those to size.

I come more and more to the conclusion that it is best to simply overload the opponent’s guns with lots and lots of fragile units. Given time, they will all die, but time is not something this army gives you.

Codex Dark Eldar Detachment+

Haemonculus: Warlord,The Armour of Misery¸ Scissorhands: 95 points

Archon: Blaster, Venom with 2 Splinter Cannons: 140 points

5 Kabalite Warriors: Blaster, Venom with 2 Splinter Cannons: 120 points

5 Kabalite Warriors: Blaster, Venom with 2 Splinter Cannons: 120 points

5 Kabalite Warriors: Blaster, Venom with 2 Splinter Cannons: 120 points

5 Kabalite Warriors: Blaster, Venom with 2 Splinter Cannons: 120 points

5 Kabalite Warriors: Blaster, Raider with Dark Lance: 115 points

10 Kabalite Warriors: Blaster, Raider with Dark Lance and Splinter Racks: 170 points

Venom: 2 Splinter Cannons: 65 points

Raider: Dark Lance: 60 points

Ravager: 3 Dark Lances: 125 points

Ravager: 3 Dark Lances: 125 points

Ravager: 3 Disintegrator Cannons: 110 points

Coven Formation: Grotesquerie

Haemonculus: Scissorhand: 80 points

4 Grotesques: Raider with Dark Lance: 200 points

5 Grotesques: Raider with Dark Lance: 235 points

Army 2: CRIMSON SLAUGHTER The Plague Riders

My old faithful Nurgle army. This time all purely taken from the Crimson Slaughter list without any shenanigans involving Daemon or Ork allies or multiple detachments. Just pure and simple fast aggression with some Cultists as back-up.

Combined Arms Detachment: Crimson Slaughter

Biker Lord of Nurgle: Power Fist, Lightning Claw, Sigil of Corruption, Daemonheart, Blight Grenades: 200 points

Sorcerer (lvl3) on Bike: Force Stave, Sigil of Corruption, The Balestar of Mannon, Sigil of Corruption, Melta Bombs: 175 points

5 Plague Marines: 2 Meltaguns, Combi-Melta, Rhino: 185 points

5 Plague Marines: 2 Meltaguns, Combi-Melta, Rhino: 185 points

5 Plague Marines: 2 Plasmaguns, Combi-Plasma, Rhino: 195 points

20 Cultists: Mark of Nurgle, 2 Flamers: 140 points

5 Bikers of Nurgle: 2 Meltaguns, Champion has Meltabombs: 165 points

5 Bikers of Nurgle: 2 Meltaguns: 160 points

Heldrake: Baleflamer: 170 points

Vindicator: 120 points

Forgefiend: Hades Autocannons: 175 points

Maulerfiend: 125 points


Dark Eldar, four games in.

I had four games with my Dark Eldar army last week and last weekend. Looking back, I have to admit that Dark Eldar are slightly more powerful than I thought, but definitely not a tier 1 or 2 army. In fact, I won 3 of the 4 games, but I think that army selection played a role in at least two of the games, as well as some lucky rolls on my side or horrible rolls on my opponent’s side. I will briefly comment on each game, then see what conclusions I can draw from them and then see how I can change my army to adopt the conclusions made.

Game 1 against Space Wolves (Champions of Fenris supplement)

This was against Michael from the local GW. He played a rather fluffy list based on the Champions of Fenris supplement. It included two Rune Priests, a 10-strong unit of Terminators with 2 Assault Cannons, but only 1 Storm Shield, 2 units of Grey Hunters (double melta or double plasma), 2 units of Long Fangs (a variety of guns), a Venerable Dreadnought with Shield and Axe, a Wolf Lord with all the trimmings on Thunderwolf with 3 Thunderwolf riders. We played a Maelstrom mission where you first draw 6 cards, then one less each turn. However, he insisted on NOT replacing pointless cards automatically, which I did not appreciate, but in all, he drew 4 duds and I only 3, so it evened out I guess.

This game was decided on turn 1. I had first turn and rolled the Warlord trait that forces 3 pinning tests at the beginning of the opponent’s first turn. I actually chose to re-roll it, but rolled it again. So I decided that it was a sign and went balls to the wall, turbo-boosting my Raiders with my Grotesques, Archon, Haemonculi and Incubi right on top of his line, then set off the Warlord trait. As my Archon wore the Armour of Misery and the units gave a -1 to Ld as well on account of being from the Haemonculus Coven supplement, he got a -3 Ld penalry for some units. So the Grey Hunters with Meltaguns and the Wolf Lord with his T-Wolves both decided to eat dirt, whereas the plasma Grey Hunters with a Rune Priest managed to pass their test.

Still, the fact that I got to shoot first and took out two units in turn 1 meant that my transports escaped most of his fire, only the Incubi and Haemonculus lost their Raider in the fire. As a matter of fact, I managed to dispel an Ignore Cover spell on the Terminators, so they only glanced the Raider twice after jinking and it was only the fact that a Plasma Cannon scattered on top of the Raider that killed it. But the Incubi managed to survive most of the Grey Hunters’ fire as I had put the Raider slightly inclined, so they could hide behind it but still manage to walk around it and thus charge without the Ini penalty. So in turn 2, my Grotesques and Incubi along with the accompanying heroes got stuck in easily and wiped out the Grey Hunters and Wolf riders over the round, though the Wolf Lord survived for a couple of rounds before he got killed (he had 2+ armour and a re-roll per round thanks to his Warlord trait). He also rolled a ‘12’ on Ld checks on three occasions, so both his units of Long Fangs left their position in turn 1 or 2 and even his Terminators were unable to perform a countercharge that would have wiped out all of my combat elements as they ran away in turn 2 and had to spend a full turn to get back in position only to be wiped out by a full volley by my army. Michael was also unlucky when I rolled a ‘weapon destroyed’ on his Venerable Dreadnought and asked me to re-roll, resulting in it being ‘Immobilized’ instead. So my Dark Eldar just danced around it and shot it in the back as Dark Eldar should.

So the game continued until turn 5, but at that stage I had 15 points (I even got the objective that requires controlling every single objective, which I managed easily enough as everyone was dead or locked in combat) and he only had one guy left who was in combat with 3 Grotesques.

So it looked like a walkover, but once you take all the boxcars for Ld checks into account and the fact that his key units got randomly pinned turn 1, it doesn’t look quite as bad for the Wolves.

Game 2 against Chaos Space Marines

I played Thierry’s Slaaneshi Marines. He ran some Noise Marines, two Contemptors with Butcher Cannons, a Defiler, some Cultists, two Rhinos full of dudes, a Chaos Lord, some Nurgle Obliterators and that’s about it. We played the basic Maelstrom mission with 3 objective cards per turn, replacing all useless cards immediately, as one should. I rolled first turn but he seized on me. As a result, my Incubi and both Grotesque units spent the game walking as their Raiders were dropped immediately. I also was unable to make a jink save on turn 1. Still he didn’t score any points as all his objectives were on my side of the table. I had a poor first turn, not killing a single unit, only dropping a couple of models or taking a couple of hull points off a Rhino.

Fortunately, his dice went cold and mine went hot in turn 2, so his shooting failed to make much of a dent. All in all, I destroyed all his Rhinos and his Cultists skirmishing screen which penned him in in his deployment zone while I could score a few points. In turn 3, I got a bucket load of points for destroying a unit each in my shooting and assault phase (one of the Dark Eldar specific cards) and the generic card that requires killing a unit in assault and did a similar thing in turn 4 where I got both the Dark Eldar and generic cards that required a failed morale check, so I had another double point for fulfilling one card. We decided to call it there as he was unable to catch up with the points at that stage.

Games 3 and 4 against Tau

I played Kevin (actually I just realized that all three of my Warhammer-related friends named Kevin play Tau which is weird) in a two-game set. So we decided to do one each as starting and second player. We played the modified BAO missions as he is preparing for a tournament using them. He ran a standardish Tau list with double Riptide, some sacrificial Kroot and a Fire Warrior gunline, supported by two units of missile Broadsides and a Railhead, all with a sprinkling of Pathfinders and some Devilfish APCs to act as mobile scorers.

In game 1, he began and promptly used the Pathfinders and Missilesides to remove my Raiders to strand my melee elements. I managed to kill most of his Pathfinders by pouring truckloads of fire into them, but this meant that I could not actually reduce his weight of fire, only the quality of fire, in round 1. So he proceeded to blow up most of my vehicles over the first three turns whilst stalling my Grotesques and Incubi with the Kroot. Once I had cut my way through the skirmish line, I was in the open and my remaining units were shot down. In addition, the mission used kill points as a primary or secondary objective, so I lost quite badly, simply because I had too many fragile units to be able to dig myself out of that hole.

In game 2, I began and could take out the Pathfinders by moving my Raiders flat out to get them within 12” of them to use my Ld penalty bubbles, then causing morale checks on all 3 Pathfinder units, as well as on some Broadsides. As my Archon with Armour of Misery was within 6” as well, the Broadsides and one Pathfinder unit were at -3 Ld, which means only 5 or 6 for most Tau, they promptly legged it, as well as one other unit of Pathfinders, so there were only 3 of them left after turn 1. This affected his firepower and I was actually able to make jink saves for once. Thus my Raiders still ate it, but only after absorbing most of his firepower, so my melee units actually made it to his lines more or less intact. Another dose of morale checks at -3 cleaned out more of his units and I could charge in turn 2 without having to take overwatch fire from all his dudes. This let me clean up the other Broadsides and one Riptide as well as the Fire Warriors, meaning that it was just a mop-up after that. Nevertheless, I still conceded the kill points secondary to him, but winning on primary and tertiary as I had more objective points from the modified Maelstrom table and got First Blood, Warlord and Linebreaker.


Dark Eldar still play like Dark Eldar should, aggressive and fast. You need to pounce on every mistake your opponent makes. Having access to Ld shenanigans is great if the opponent is not Fearless for once and the Armour of Misery is quite cheap by itself. The -1 Ld penalty from the Covens supplement is also a freebie, so it is nice to have but if it doesn’t work, it is no biggie. I will definitely respect the Strategic Warlord trait 6 (the one which causes 3 units to take a pinning test in their first turn) as pinning is actually relevant against Marines, which are still the most common army to encounter.

I need more anti-tank. Even with 10 Dark Lances and 4 Blasters, I still had problems downing even Rhinos in cover, so I need at least another 2 guns.

My Archon with Agoniser is not that great. Either I need to invest another 40 points for a Shadow Field, or he is toast as soon as he encounters an S6+ opponent. And even with the Field he is still not that good. I love the Armour and he will stay in there just for that, but I will drop the Blast Pistol and Agoniser and just give him a Blaster. Having a BS7 guy with a range 18 S8 gun is quite cool and he only sets me back 90 points with the Armour and the Blaster, which is rather a bargain.

I rarely need 9 Incubi and a big unit just makes them a prime target. The Grotesques are there to soak fire, so the Incubi will be reduced to 6.

Overwatch fire still hurts toughness 3 units, so I need some cheap cannon fodder to take one for the team.


Retooling the list

So this is the new list with a few changes:

I dropped the Animus Vitae as I missed once with it, once failed to wound and only got the bonus once. Given that it is an S4 shot in a T4 world with cover or jinks being readily available, it is not really worth the points as it is a one shot weapon with a maximum 40% success rate even before cover. I will instead run the Helm of Spite, simply to mess with psykers and discourage them from rolling 6+ dice to get key powers through or at least punish them if they do.

The Lord got the changes I suggested and got his personal Venom, simply because he can. He is still most likely to join the Grotesques until they disembark from their Raider, then snuggle up in it alone to produce a greater -2 Ld bubble.

I bought a single Llamae as the Archon’s Court. She will bring her own ride (that’s what you get for sucking up to the big guy), but they must have hit a rough patch these days as she will be mercilessly used to absorb overwatch fire. Still, it gives me another Venom without having to dedicate a Fast Attack slot to it.

With the saved points, I bought an empty Raider. Not only does that give my another Lance, but I also have a spare ride to pick up one of the melee units if their own transport is downed early on.

Codex Dark Eldar Detachment

Haemonculus: Warlord, The Helm of Spite, Scissorhands: 105 points

Archon: Blaster, The Armour of Misery¸Venom with 2 Splinter Cannons: 155 points

Court of the Archon: Llamae, Venom with 2 Splinter Cannons: 75 points

5 Kabalite Warriors: Blaster, Venom with 2 Splinter Cannons: 120 points

5 Kabalite Warriors: Blaster, Venom with 2 Splinter Cannons: 120 points

5 Kabalite Warriors: Blaster, Venom with 2 Splinter Cannons: 120 points

5 Kabalite Warriors: Blaster, Raider with Dark Lance: 115 points

6 Incubi: Raider with Dark Lance: 180 points

Venom: 2 Splinter Cannons: 65 points

Raider: Dark Lance: 60 points

Ravager: 3 Dark Lances: 125 points

Ravager: 3 Dark Lances: 125 points

Ravager: 3 Disintegrators: 110 points


Coven Formation: Grotesquerie

Haemonculus: Scissorhand, Syndriq’s Sump: 90 points

4 Grotesques: Raider with Dark Lance: 200 points

5 Grotesques: Raider with Dark Lance: 235 points