Author Topic: Deathguard - Supreme Command - 1000 pts/50P - BRUTAL 1st turn assault  (Read 1112 times)

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Offline Akaiyou

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After watching the battle report for Chaos vs Astra Militarum I got inspired to try and build an HQ oriented list and I believe I came up with quite a monster of a list as it will nearly guarantee 1st turn assaults every time without further delay here is my Franken Baby

Supreme Command Detachment - 1cp
HQ 3-5

Daemon Prince with Wings - 212 pts
Hellforged Sword
Smite + Warptime

Daemon Prince with Wings - 215 pts
Daemonic Axe
Smite + Warptime

Chaos Lord with Jump Pack - 106 pts
Lightning Claws

Sorcerer Terminator - 158 pts
Force Axe
Combi-bolter
Smite + Warptime + Infernal Gaze

Sorcerer Terminator - 158 pts
Force Axe
Combi-bolter
Smite + Warptime + Infernal Gaze

Elites 0-1
01 Helbrute - 139 pts
Multimelta
Helbrute fist

Lord of War 0-1

Total Roster = 988
Power Level = 50

How the list works?

Deploy everything about 4-6" from eachother except for the Terminator Sorcerers whom will be Teleporting in 9" away from the enemy. In reality you just need to keep the Helbrute infront of close to a Daemon Prince and the Chaos Lord side by side of the other prince.

Turn 1
MOVEMENT PHASE
Daemon Princes and Chaos Lord move 12" up, Helbrute 8"up, Sorcerers Teleport in directly infront of Daemon Prince within 3"

At this point you should have Sorcerer #1 9" away from enemy unit, Daemon prince #1 within 3" of this sorcerer and Chaos Lord within 3" of this DP.

Sorcerer #2 10" away from enemy unit, Daemon Prince #2 within 3" of this sorcerer and Helbrute within 3" of Daemon Prince #2.

PSYCHIC PHASE
It's time. To warp time! If the enemy has no psykers of their own then it's all up to the dice gods and how they might favor you.

Daemon Prince #1 casts warp time on Chaos Lord. Chaos Lord moves another 12" and should now be right at the gates of the enemy's deployment zone assuming you started 24" away.

Sorcerer #1 casts warp time on DP #1 and now he too will be at the enemy's deployment zone.

Daemon Prince #2 casts warp time on Helbrute whom should be within assault distance of an enemy.


Sorcerer #2 casts warp time on DP #2 and now he too will be at the enemy's deployment zone.

Now you have your entire army within assault range right off the bat. May the dice gods be with you and papa nurgle share his blessings with all.


Any thoughts?

Offline Silanon

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I haven't rechecked any special rules, so I might be overlooking something - but if I'm not mistaken, you can only cast any non-smite psychic power once per turn (EDIT: in matched play); probably to avoid lists like these, since demon princes on the charge seem damn brutal against the right targets.

In case that there is a rule allowing the casting of multiple warp-times (EDIT: i.e. when not using matched play): I like the idea of the list, though it's probably not very fun to play against, as your thread title already suggests. It's pretty much a coinflip if your opponent can field enough inexpensive mass to stop your charges from being effective. After all, running your demon princes into a horde of fearless plague zombies just to be blown apart by the opponent's fire and/or counter-charge is not the most efficient way to spend your points. That said, the units you're fielding are very resilient and basically shrug off any small-arm fire, so you'll certainly have enough stuff left on the second turn to bind the remains of the opposing army in combat...
« Last Edit: June 07, 2017, 07:46:20 AM by Silanon »

Online geffthegoat

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You can only cast each psychic power once per turn in matched play. Smite is the inly exception to this. Otherwise Psychic hevy armies like Grey Knights or Thousand sons would be absolutely devastating.

Offline Akaiyou

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I'm not playing Match Play for the moment for the same reasons, so while I'm practicing and checking how things work I will be sticking to Power ratings and narrative play which has little restrictions. So warp time spam is legit outside of matched play and thus...a very stupidly fast army for Papa Nurgle. I hear that he is very pleased with how fast I'm spreading his gifts, I should re-title this list to Santa Nurgle's Ho Ho Ho list.

Offline Celerior

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You gotta use that in the "ambush" narrative mission!!!
Unfortunately for small elite assault armies, nothing gets locked in combat this edition. I agree that there will be many hard counters to this in the competitive scene. Bubble wrap against deep strike is going to be a thing, I think.