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Author Topic: [1850] - Maelstrom of Gore Theoryhammer  (Read 1192 times)

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Offline MagicJuggler

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[1850] - Maelstrom of Gore Theoryhammer
« on: November 3, 2016, 04:32:54 PM »
This is a "rough draft" list to see if the Maelstrom of Gore can be made to be a viable core for a Black Crusade. Details are below.

++Black Crusade++
+Maelstrom of Gore+
Chaos Lord on Juggernaut w/ Axe of Blind Fury & Sigil of Corruption - 160 (Free Mark of Khorne) [Warlord]
5 Berserkers, Champ w/ Meltabombs - 110
-Rhino - 35
5 Berserkers, Champ w/ Meltabombs - 110
-Rhino - 35
5 Berserkers, Champ w/ Meltabombs - 110
5 Berserkers, Champ w/ Meltabombs - 110

+Spawn Auxiliary++
3 Spawn - 90

+Helforged Warpack+
Warpsmith, replaces Bolt Pistol w/ Combi-Melta - 120
Forgefiend - 175 - Alpha
Maulerfiend - 125
Maulerfiend - 125

+Helforged Warpack+
Warpsmith, replaces Bolt Pistol w/ Combi-Melta - 120
Forgefiend - 175 - Alpha
Maulerfiend - 125
Maulerfiend - 125

Notes: The Lord joins the spawn until it's time to charge, in which case he'll probably split off to hit another unit.

I took two Rhinos for the Berserkers, but they won't use them. Rather, they're there for the Warpsmiths to "hijack" on turn 1. This makes them a pricier "Suicide Melta" team compared to the normal 5-man Chaos squad, but they get a few cute utility options to work with.

The Berserkers run on foot (ideally infiltrating into better positions). They took Melta-bombs so they have something to blow up walkers/MCs with during the turn they pop Red Rain. Forgefiends are "fire support" for popping trouble support elements (infinite-use Daemonforge is quite handy), and Maulerfiends support the Berserkers in tearing through targets.

Fleet and improved run distance makes Berserkers surprisingly quick when it comes to getting around. They're no Flesh Hounds though they'll still wreck stuff on a charge.

 


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