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1500 points melee Emperor's Children


Dr_Ruminahui

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To celebrate the improved Death to the False Emperor (now works against all factions, and generates autohits instead of additional rolls) I thought I would put together a melee oriented list that features a bunch of old units that haven't gotten much use and a new unit (the melee noise marines) that I haven't quite painted up the 9 models I need for this list.

 

Anyway, 1500 (1497 actually) points, 1 batallion and 1 extra relic for 11 CP.

 

Demon prince with wings and sword.  Warlord trait: Glutton for punishment (-1 damage from attacks, min of 1 dam), Relic: Rayment revulsive (reroll hits, wounds and charge rolls), Psychic power: Warptime.

 

Sorceror with force sword and plasma pistol.  Relic: Fatal sonancy (the up-powered doom siren), Psychic powers: Prescience & Delightful agonies.

 

10 cultists autoguns with stubber and champ with shoitgun (I like the model)

 

10 cultists autoguns with stubber and champ with autogun

 

9 noise marines with pistols and chainwords, icon of excess and champ with dual lightning claws

 

Rhino with havoc launcher (will carry the noise marines and sorceror)

 

Hellbrute with 2x scourges

 

Hellbrute with 2x fists and 2x heavy flamers

 

Hellbrute with multimelta and power scourge

 

Spawn

 

Helldrake with bale flamer

 

Venomcrawler

 

2 Obliterators

 

 

Plan to move everything up in a clump around the demon price, with (hopefully) first turn charges from a melee hellbrute warptimed up the field and the helldrake, then the other melee stuff hopefully hitting in turn 2.  The cultists, spawn and (when its empty) the rhino will grab objectives, as will the obliterators as they spew out some firepower.

 

Going forward, I would like to swap out the obliterators for some more melee power (whether that be another venomcrawler or, once I get one, a maulerfiend) and another squad of melee noise marines in another rhino if/when I play 2000 point games.  Other suggestions are welcome - the stuff above (except for 2 noise marines) is all painted, but I'm always open to adding new things to my painting queue. :)

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Dr.. Ruminahui, This looks like a fun walker-themed list. I suspect the Noise Marines, Helbrutes, Daemon Prince will really enjoy the new DttFE rule.

 

The list looks solid as is. There are a couple of minor changes you might want to consider:

 

• Add twin lascannons or a multimelta to your Helbrute with fist. Dual fists are nice, but the ability to shoot into melee really gives Helbrutes a bit of oomph this edition. Don't add a ranged weapon to your blender Helbrute though, he looks so cool with the dual Scourges!

• Consider changing your sorc out for a Dark Apostle with Dark Disciples then either take the 5+ bubble prayer or the prescience prayer. That trio of Helbrutes would sure love a 5+ save bubble. You'd lose out on a Delightful Agonies' 5++ save, but you'd gain an almost "autocast" buff. And if you take the "Remnant" relic, your Dark Apostle grants a really nice re-roll wounds aura that might really improve your Turn 1 or Turn 2 melee phase. Plus you can always change out your Daemon Prince's Warptime on the fly for Delightful Agonies by using the "Chaos Familiar" stratagem.

 

 

Have fun!

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Thanks TC.

 

- Yeah, I agree with you that the double fist brute probably isn't worth giving a gun up for, but it does let me field this guy:   http://www.bolterandchainsword.com/topic/346143-the-judgment-on-kadeth-dr-ruminahuis-emperors-children/?p=505361 who I haven't actually used on the table top yet.  If keep going with the "all melee" concept, likely both him and the twin scourge brute will be replaced with hellbrutes with multi-meltas and either fists or scourges - I'll have to see which is better versus my usual opponents.

 

- My intent was to put the sorcerer in the rhino with the marines to trigger death for the false emperor on a 4+.  Dark Apostles (disciples are their twin minions) are good, but only on foot as they don't get to use their chant while in a vehicle, which since it happens at the beginning of the round means I miss out on it the turn I disembark as well.  Plus, with disciples he would take up 3 spots on the rhino.  Additionally, if you are going for the +1 power, I think that only affects one unit in the bubble, meaning the trade off isn't as much in the Apostle basically means you get a bit better consistency in getting it off in return for loosing a second power.

 

- That said, if I were to run one on foot with the hellbrutes, I would use the dark apostle - the invulnerable bubble would certainly help.  That's how I run my regular list with shooty noise marines, though I give him the +1 to hit power instead.

 

- Good point on swapping out the demon prince's power after warp time looses its utility - I always forget that stratagem.  Which power I swap to will depend on what I think I need - death hex seems particularly key with some opponents - but it does mean I need to become more familiar with what each of the options does so I can better make that choice on the fly.

 

- As I was thinking this morning, I realized that I can't use his pistol and fatal sonancy on the same turn, though, so I'll likely ditch one or the other... I could swap the pistol for a combi-melta, maybe, if I free ups some points elsewhere.

 

- Another tweak I'll likely make is to ditch the flamers on the twin fist brute, as with those points and the 3 I have left over I can add a second spawn and be at exactly 1500 points.

 

Anyway, thanks for the comments - they are much appreciated.

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