Thursday, 2 September 2010

A List for Skalathrax?

So pouring over my list of wants in the last post I have completed what will hopefully be my 1.5k list to do battle next week on Skalathrax, I just need the Chaos Terminators to turn up in the post and to get busy building and painting the figures. I am sure as I get closer to the day I will make changes based on what I have, but then again we always used to read that excuse for the player losing the Battle of the Month in White Dwarf…

Chaos Lord (Mark of Slaanesh, Terminator Armour)
125 points

I had wanted to take six Terminators as an Elite squad and a Sorcerer as a HQ but the need to spread the points thinly means that a cheap HQ is necessary and I can save the 30 points from the Elite choice.

5 Chaos Terminators (Banner of Slaanesh)
165 points

I will have points left over after completing this list and they will be spent on Chaos Terminator upgrades. From the pics of the Terminators they seem to have a number of combi-flamers which I will be converting into combi-meltas or combi-plasmas, I may even splash the points for a Reaper Autocannon. A powerfist or two to deal with Dreadnoughts is a must for the squad.

Chaos Dreadnought (Twin-link Lascannon)
125 points

Chaos Dreadnought (Twin-link Autocannon)
125 points

These will be my premium anti Chaos Rhino units, with options to thin the Chaos Dreadnoughts if I feel they are getting too close. I will be relying on true line of sight and hopefully a 4+ cover save to keep these alive as long as possible. If taking a shot means certain death for one of these then they will duck back and wait until next turn.

6 Noise Marines (Aspiring Champion, Doom Siren)
150 points

6 Noise Marines (Aspiring Champion, Doom Siren)
150 points

Again keeping this simple there job is to flame the enemy and charge the remnants of the squad. I know there is a lack of power weapon on the Aspiring Champion, and special weapon in the squad but I am short of points and want to keep ten units plus the HQ in the army. The Power Weapon is only worth fractions of a kill needing a 4 and a 4 to kill so I will pray to the dice gods.

6 Chaos Space Marines (Melta Gun or Plasma Gun or Plasma Pistol)
100 or 105 points

6 Chaos Space Marines (Melta Gun or Plasma Gun or Plasma Pistol)
100 or 105 points

Depending on what I feel like building, or more accurately can find in my bits box these two squads will be built with what I can lay my hands on. The only reason I have not decided on a flamer is that I want the weapon to have a little punch if I need to crack open a Chaos Rhino or Dreadnought.

6 Havocs (3 Plasma Guns)
135 points

My heavy hitters that will have to be in the right place at the right time to face Chaos Bikers or Terminators. I managed to fell a Chaos Lord with the same unit last week so I am hopeful that I will not be rolling many 1’s. I can also use the 24” range to ping Chaos Rhinos; I will wait until rapid fire range to chance Chaos Dreadnoughts.

6 Havocs (2 Missile Launchers, 2 Melta Guns)
150 points

6 Havocs (2 Missile Launchers, 2 Melta Guns)
150 points

I am expecting big things from this most strange unit. Two long range and two short range weapons is a combination I have not seen in a list anywhere and probably with good reason. With Night Fight taking place on turns five and six the melta guns will allow me to advance and give close support where needed, the missile launchers shooting anything they can see for the first four turns. If somehow the building they are hiding in gets assaulted I should be able to fire both launchers and melta guns at the squad first to thin their numbers.

I should have around 25 points left to be spent on Chaos Terminator upgrades; if I run short then I will lose a melta gun from the Havoc Squads. Fingers crossed…

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