Hold, Sons of Dorn!


Hooowdy all, and welcome to another edition of Cain's Blog O Doom. Today, i'm bringing you an Imperial Fists list i've wrote for my good friend Kenny. I've tried to make it thematic, in its ability to take and hold positions, as well as veteran heavy, a good theme should one choose to do a Heresy Era force.. Hint hint.



Task Force Bastion
Point Total: 2000 pts
Codex: Space Marines

HQ
-Pedro Kantor - 175 pts

-5x Honour Guard Squad - 270 pts
-Relic Blade
-2x Auxiliary Grenade Launchers
-Razorback

Elites
-10x Sternguard Veterans - 355 pts
-Power Fist
-6x Combi-Plasma
-3x Combi-Melta
-Rhino

-10x Sternguard Veterans - 355 pts
-Power Fist
-6x Combi-Plasma
-3x Combi-Melta
-Rhino

-Ironclad Dreadnought - 170 pts
-Drop Pod

Troops
-10x Tactical Squad - 235 pts
-Power Fist
-Meltagun
-Missile Launcher
-Rhino

-10x Tactical Squad - 235 pts
-Power Fist
-Meltagun
-Missile Launcher
-Rhino

Heavy Support
-Thunderfire Cannon - 100 pts

-Thunderfire Cannon - 100 pts

Annnnd there ya go. Thoughts? Opinions? Lies and Heresy?

Purity, Above All


With the advent of the Badab War Campaign out of Forge World, i've been tasked by multiple people with developing some Red Scorpions lists for use in pitched battle! This is an exciting deviation for me, allowing me to work with Forge World Rules, something I almost never get to do, and thus i'm bending all my skill towards making these the best, fluffiest lists possible. Now, for a bit of introduction to my list theory for the Red Scorpions. From what i've gathered from Forge World books such as The Anphelion Project and The Siege of Vraks, the Red Scorpions seem to favor deep tactical analysis followed by strikes with overwhelming, unstoppable force, and thus they were the perfect army to demonstrate a unique form of list synergy called Mass Threat.

Mass Threat functions on the premise of presenting so many deadly targets, with greater than normal survivability, forcing the opponent onto unsure footing, unable to pick which target is the greatest priority, which allows the player the ability to take down an opponent's force before they ascertain which unit is the best target. It was my goal to convey this with the Red Scorpions list.


Strike Force Culln
Point Total: 2000 pts
Codex: Space Marines (With Forge World modifications)

HQ
-Commander Carab Culln - 190 pts

-Magister Sevrin Loth - 230 pts
-(Tigurius Counts-As)

Elites
-5x Assault Terminators - 450 pts
-3x Pairs of Lightning Claws
-2x Thunder Hammers & Storm Shields
-Land Raider Redeemer
-Multi-Melta

-10x Sternguard - 320 pts
-Power Fist
-6x Combi-Meltas
-3x Combi-Flamers

Troops
-10x Tactical Squad - 220 pts
-Apothecary
-Flamer
-Plasma Cannon
-Rhino

-10x Tactical Squad - 220 pts
-Apothecary
-Flamer
-Plasma Cannon
-Rhino

Heavy Support
-Predator - 120 pts
-Lascannon Sponsons

-Predator - 120 pts
-Lascannon Sponsons

-Vindicator - 125 pts
-Siege Shield

-End List-

Anaylsis:
-Commander Carab Culln - Culln is a 190 point monster. Not only does he have a 2+/4++ save combo, but he also has Eternal Warrior, a Relic Blade, and a Master-Crafted Stormbolter. Culln rides with a Squad of Assault Terminators, with both Thunder Hammers & Storm Shields, and Lightning Claws, making him an enemy HQ slaying machine, extremely difficult to kill, and laying down punishment from his Land Raider Redeemer like no one's business.

-Magister Sevrin Loth - Seeing as how the rules for Loth have yet to be released, I chose to have him function as Tigurius, adding invaluable support to his unit of Sternguard Veterans, gating them around the field to put them in optimum position every chance they get, defending them with Force Dome, and ruining the enemy's survivability with Null Zone. And should he be brought to bear against vehicles to aid his squad's Melta fire, he can lash out with The Might of the Ancients, boosting himself to Strength 6, and providing an extra 2d6 towards his armor penetration roll.

-Assault Terminators - Roles were explained with Commander Culln

-Sternguard Veterans - The Sternguard provide a service in the form of a rapid response force. The Sternguard are already deadly thanks to their Special Issue Ammunition, but combined with their Combi-Weapons, their power is multiplied. With Combi-Meltas, they can rend open any enemy vehicle short of a Monolith, and thanks to their Combi-Flamers, they can stem the tide any horde wielding opponent will seek to unleash upon the list's Tactical Squads. With the ability to respond to any threat at any location, thanks to Tigurius and his Gate, the Sternguard are a solid Counter Unit.

-Tactical Squads - This list has fewer Troops than I would usually espouse, thanks to the Red Scorpion's unique ability to replace their Sergeants with Apothecaries. With the addition of Apothecaries, the tactical Squads become nigh immovable objective holders and line defenders, thanks to Feel No Pain. Equipped with Flamers to hold off any mass unit charge, and flush units out of cover, the Tactical Squads can deal with the threats presented by many mass unit armies, and with the safety net of Feel No Pain, the Tactical Squads can unleash the pulsing hell that is the Plasma Cannon, slapping down templates capable of annihilating anything short of a Terminator Squad.

-Predators - Always a reliable unit in any Space Marine army, the Predators serve as an Anti-Mech unit to support the defending Tactical Squads, ensuring the threats of the erstwhile Imperial Guard tank is but a threat, and never a death knell.

-Vindicator - The Vindicator is yet another high priority unit, making the enemy even more unsure of where to stand when facing this list. The Demolisher Cannon slams down S10 Ap1 templates capable of ruining the strongest of units, adding but one more threat for the enemy to worry about.

-End Analysis-

Well, I hope you all enjoyed this list! Look forward to more as time inches forward!


And Day Four brings us to the masters of slaughter, the loyal devotees of Khorne, the World Eaters! Even at their inception, the World Eaters had control issues, often flying into insane rages, slaughtering everything, friend or foe within the vicinity. Regardless of this, however, the World Eaters remained loyal servants of the Emperor, even as they slowly descended into longer and longer rages, unable to escape their own madness. Angron had always born a grudge agains the Emperor for the events on his home world, and this, coupled with the disdain the rest of the Legion showed for the fury of the World Eaters, made it easy for Horus to bring Angron to his side.

Since the heresy and the Battle of Skalthrax, the World Eaters have collapsed into anarchy, various warlords such as the famed Kharn the Betrayer and Lord Zhufor leading warbands throughout the Imperium, destroying everything and anything in their path.




Warriors of Blood
Codex: Chaos Space Marines
Point Total: 2000 pts

HQ

-Kharn the Betrayer - 165 pts


Elites

-8x Chaos Terminators - 285 pts

-Terminator Champion

-3x Combi-Meltas

-4x Combi-Plasma


-Chaos Dreadnought - 105 pts

-Additional Close Combat Weapon

-Heavy Flamer


Troops

-8x Khorne Berzerkers - 213 pts

-Skull Champion

-Power Fist

-Personal Icon


-8x Khorne Berzerkers - 263 pts

-Skull Champion

-Power Fist

-Chaos Rhino

-Havoc Launcher

-Personal Icon


-8x Khorne Berzerkers - 263 pts

-Skull Champion

-Power Fist

-Chaos Rhino

-Havoc Launcher

-Personal Icon


-8x Khorne Berzerkers - 263 pts

-Skull Champion

-Power Fist

-Chaos Rhino

-Havoc Launcher

-Personal Icon


Heavy Support

-Chaos Land Raider - 235 pts

-Extra Armour


Summoned Daemons

-8x Summoned Lesser Daemons - 104 pts


-8x Summoned Lesser Daemons - 104 pts


-End List-

Analysis:
-Kharn the Betrayer - The Betrayer is the ultimate World Eater, savage, brutal, and completely insane and unstoppable. Kharn is an incredibly powerful warrior, privy to not only an incredible statline for someone so cheap, but also a plethora of excellent wargear and special rules. Possessing both Fearless and Furious Charge, Kharn is only improved by the presence of Gorechild, his custom chainaxe that acts as a power weapon that hits on any roll of 2+ and adds +d6 for armor penetration, and Blessings of the Blood God, which make Kharn immune to any and all psychic powers targeting him. The only downside to Kharn's immense power is The Betrayer, which causes any roll of 1 in Close Combat to hit an allied unit. However, it is a small price to pay for his power.

-Chaos Terminators - Banded together in the sacred number of Khorne, 8 (Did anyone else notice the 8 units in this list, minus vehicles? Didja? I hope ya did!), these Terminators deepstrike into the field armed with a plethora of combi-weapons to tear apart any target they land next to. Following their torrent of fire, the Terminators charge into battle led by their champion to take out any enemy elite on the field.

-Chaos Dreadnought - The Chaos Dreadnought is deadly but incredibly useful tool in any Chaos Army, and it's raving madness is a perfect fit for a force of World Eaters. Armed with twin close combat weapons, the Dreadnought charges forward into the enemy to rend and tear them with a punishing four attacks (Five on the charge). Armed with only a short range Heavy Flamer (Perfect for pre-assault mauling), the danger of Fire Frenzy is minimal at best, and thus the Chaos Dreadnought is a solid choice for this army.

-Khorne Berzerkers - The Khorne Berzerkers are the epitome of the World Eater Legion (Literally, it's all they have), a band of insane slobbering psychopaths geared up to tear apart anything and everything in close combat. Armed with Furious Charge and a pumped up marine statline the Berzerkers are all kinds of deadly, and when led in battle by their Skull Champion (Who wields a Power Fist for anti-MC/Vehicle duty), there is not a foe these warriors cannot overcome in combat. Their transports are also armed with the powerful Havoc Launchers, designed to provide thinning fire into the enemy lines, allowing the Berzerkers to massacre unhindered. On a side note, one may note that the first unit of Berzerkers is not armed with a transport. This is Kharn's escort, and travel with him in his Land Raider of death.

-Chaos Land Raider - The ultimate in armored transports, the Land Raider charges across the battlefield unable to be stopped before it can deliver it's fatal payload of Kharn and his escort.

-Summoned Lesser Daemons - Some of you are of course wondering, Cain, Daemons, really? But these lesser daemons are incredibly cheap (13 points a pop!) and are also a troop choice, allowing for a cheap, expendable shock force to deal with troublesome enemy forces while the Berzerkers deal with priority targets. Also, troops = scoring. Sweet!


Conversion Center:
-General Suggestions:
-Well, for one, you can buy Berzerkers. Derp. That pretty much covers your basic Berzerker, bar any fancy additions to the bases (Which you can use the Fantasy skeletons to add to, skulls and all that)
-Forge World is again, your friend. Not only do they feature a World Eaters conversion kit, but they also have conversion kits for Chaos Terminators, fancier Chain Axes, a World Eaters Dreadnought and the World Eaters leader, Lord Zhufor (Who has an EXCELLENT model, by the way)
-Get creative with your Daemons! There's more than one Khornate Daemon model, be sure to check the Chaos Deamon section so you can get some variety in your units, the legions of Daemons under Khorne are vast, and of numerous breeds.
-Once you reach Apocalypse level, consider expanding with models such as the Blood Slaughter, Brass Scorpion, and the monstrous Blood Thirster of Khorne on Forge World. These models are a valuable addition to a large World Eater force, signifying the presence and will of Khorne Himself.

-Colors/Themes - Try to break up the standard red and brass with other colors. Perhaps bone for the skulls on the armor or base. Perhaps using lighter gray or black could signify the rents and wear on the armor that the World Eaters gear themselves in from battlefield to battlefield.


-End Conversion Center-

Annnd that's Day Four! Thanks always to the ever invaluable Starminer, and stay tuned tomorrow for the servants of Nurgle, the Death Guard!




And Day Three emerges from the shadows with the Night Lords, the masters of malevolence and suffering. The tale of the Night Lords begins with young Konrad Curze, the Primarch of the Legion on Nostramo, the world of infinite darkness and hate. Konrad had no family to call his own, and raised himself. He learned quickly on Nostramo that the only way to truly control man is through fear and punishment, a philosophy he would carry when he took the reins of his Legion during the Great Crusade. But this was not the only burden Konrad carried, he was also cursed with prophetic visions of an apocalyptic future, dreams that would plague him at any and all moments, slowly driving him mad.

When the Night Lords took to the stars during the Great Crusade, they battled through the stars not as valiant warriors of the Emperor, but as silent shadows who sowed terror and desperation across every battlefield they walked upon. However, as the Crusade continued on, Konrad's madness grew only greater, and the replacements the Legion received from Nostramo were corrupt, the planet having fallen back into its old ways of greed and violence in his absence. By the time of the Heresy, the Legion and it's Primarch had already fallen to Chaos, completely unaware of the creeping darkness that had consumed them.



Warband of the Soul Hunter
Codex: Chaos Space Marines
Point Total: 2000 pts

HQ

-Chaos Lord - 140 pts

-Pair of Lightning Claws

-Jump Pack


-Chaos Lord - 140 pts

-Pair of Lightning Claws

-Jump Pack


Elites

-5x Chosen Chaos Space Marines - 150 pts

-Pair of Lighting Claws

-2x Power Weapons

-2x Flamers


-5x Chosen Chaos Space Marines - 150 pts

-Autocannon

-2x Combi-Plasma

-2x Meltaguns


-5x Chosen Chaos Space Marines - 155 pts

-3x Plasma guns

-2x Meltaguns


Troops

-10x Chaos Space Marines - 255 pts

-Aspiring Champion

-Power Fist

-Combi-Melta

-2x Meltaguns

-Chaos Rhino


-10x Chaos Space Marines - 255 pts

-Aspiring Champion

-Power Fist

-Combi-Melta

-2x Meltaguns

-Chaos Rhino


-10x Chaos Space Marines - 255 pts

-Aspiring Champion

-Power Fist

-Combi-Melta

-2x Meltaguns

-Chaos Rhino


Fast Attack

-10x Chaos Raptors - 250 pts

-2x Flamers

-Aspiring Champion

-Pair of Lightning Claws


-10x Chaos Raptors - 250 pts

-2x Flamers

-Aspiring Champion

-Pair of Lightning Claws


-End List-

Analysis:
-Chaos Lords - The Chaos Lords represent the epitome of a Night Lords leader. Armed lightly with naught put a Pair of Lightning Claws and a Jump Pack, these Lords travel with the Raptor Squads, leading rapid strikes against enemy elite forces, or picking off forces that the Raptors flush out of fortifications with their flamers. They represent the Night Lords ideal, flexible and able to emerge from the shadows to deliver quick, brutal strikes before disappearing off to combat another target.

-Chosen Chaos Space Marines - The Chosen are invaluable in a Night Lords list, able to act as the Night Lords elite, infiltrating behind enemy lines before the battle begins at key locations. When they are unleashed, they deliver devastating strikes at vital enemy positions, leaving them in disarray for the rest of the list to pick off at their leisure. Each Chosen squad is equipped differently, to maximize their destructive potential at the earliest point in the battle. Talon One rampages into a large enemy formation, as Talon Two strikes at the heart of the enemy force and Talon Three unloads a hail of fire into an elite enemy force before it can threaten the rest of the army. All the while the remaining portions of the list move in at a rapid pace to tear apart the enemy that is left in the wake of this surprise assault.

-Chaos Space Marine Squads - The Chaos Space Marine Squads (Known as Talons in a Night Lords force) are kitted out to demonstrate the Night Lords philosophy, quickly, but massively destructive attacks. Armed with a total of three Melta weapons, these Talons can tear apart any hard target they come across as naught more than paper, while the Power Fist can decapitate an enemy squad or formation by removing it's leader with a powerful strength 10 attack. Rushing across the field in their Rhinos, the Talons will remain all but untouched as your foe attempts to respond to the Chosen devastating their lines and the Raptors approaching their flanks.

-Chaos Raptors - The Chaos Raptors are fitting for the Legion that purportedly invented the Jump Pack, and even more so with their role in this list. The Night Lords function upon the basis of terror, and leaving the enemy unable to respond before their assault. The Raptor Squads function as a rapid attack force, tearing into enemy lines and assuming the charge before your opponent can react. Should your enemy attempt to hide in cover, the Raptors are ever prepared, able to unleash a hellish torrent of flame into enemy fortifications, forcing them to either flee and become fodder for the Chaos Lord and Aspiring Champions, or try to hunker down and be burned away like ash in the wind.


Conversion Center:
-General Suggestions:
-There is of course, the obvious Night Lords conversion kit on the GW site that can be used for conversions to a more "Bat-esque" motif that is prolific among the earlier images of the Night Lords.
-Once again, Forge World pulls through with it's Mark V: Heresy Era Armor, for those who wish to emulate the newer images presented of the Night Lords with Aaron Dembski-Bowden's Soul Hunter series. Talos himself uses a refurbished Mk V helmet, and its iconic rivets are often mentioned throughout the novel.
-Another theme that is prevalent with the more recent presentation of the Night Lords is the concept of salvaged armor. It seems that the Night Lords have a penchant for reusing armor from their enemies, and to reflect this, one may wish to purchase a Space Marine Tactical Squad or two as fodder for such conversions.
-Chaplains. It is consistent with both Pre-Heresy and Post-Heresy images that the Night Lords have a fancy for skull imagery, and as such, the Chaplain models or even the Legion of the Damned models would make good targets for conversions into Lords or Champions for a Night Lords force.

-Colors/Themes:
-Dark Colors. The Night Lords are known for their ability to strike from the darkness, and as such, their colors should often be muted, unless they serve another purpose (Such as the Chaos Lords or Chosen, who exist to terrify your opponent), and would be better served with the lightning marks that have become associated with the Night Lords.

-End Conversion Center-

Thanks goes out to dear Starminer, who shall henceforth be referred to as Star Haunter (Unless I forget, in which case, quiet you!), who conceptualized this list and help me solidify it as I moved forward with its creation. Stay tuned tomorrow for the rabid World Eaters, the slaughtering servants of Khorne!




Next up on the list for Nine Days of Corruption is the Iron Warriors, the Sons of Perturabo and the insurmountable master of the art of Siegecraft and Garrison work. Once, the Iron Warriors were proud sons of Olympia, unfailing warriors of the Emperor. However, as the Great Crusade wore on, Perturabo's reputation for garrisoning began to precede him. At every turn, his Legion was spread further and further, forced into holding actions at every turn. Where other Legions were out winning glory, the Iron Warriors were left cleaning up the messes left behind by their brothers. When Rogal Dorn was called back to the Imperial Palace to act as the Emperor's Praetorian, it was the last straw for Perturabo.

When the Heresy erupted, Perturabo sided with his brother Horus, spiraling into darkness, until none of his soul was left untainted by jealousy and hate. Now, the Iron Warriors roam the galaxy and the Eye of Terror under the command of their foul Warsmiths, a dark leader who acts as both a twisted parody of a Company Captain, and Master of the Forge. The Iron Warriors bring about relentless sieges upon the unwary Imperium, and are not above using the Imperium's own weapons against them, fielding vast armies of Traitor Titans and vehicles in their unending crusade of destruction.


Warband Feroxian
Codex: Chaos Space Marines
Point Total: 2000 pts

HQ

-Daemon Prince - 155 pts

-Wings

-Warptime


-Chaos Lord - 125 pts

-Combi-Melta

-Daemon Weapon


Elites

-5x Chaos Terminators - 450

-4x Chainfists

-Reaper Autocannon

-Chaos Land Raider


-5x Chosen Chaos Space Marines - 155 pts

-Chaos Rhino

-Meltagun

-2x Flamers


Troops

-10x Chaos Space Marines - 245 pts

-Meltagun

-Missile Launcher

-Aspiring Champion

-Power Fist

-Chaos Rhino


-10x Chaos Space Marines - 245 pts

-Meltagun

-Missile Launcher

-Aspiring Champion

-Power Fist

-Chaos Rhino


-10x Chaos Space Marines - 245 pts

-Meltagun

-Missile Launcher

-Aspiring Champion

-Power Fist

-Chaos Rhino


Heavy Support

-Chaos Predator - 130 pts

-Lascannon Sponsons


-Chaos Vindicator - 125 pts


-Chaos Vindicator - 125 pts


-End List-


Analysis:

-Daemon Prince - The Daemon Prince is a powerful creature in it's own right, and with the added bonus of "wings" for mobility and Warptime, perhaps one of the most powerful psychic powers in any codex (Providing rerolls to hit and wound), it serves as a deadly foe to any force. The role of the Daemon Prince in this list is to act as a guardian for the Heavy Support choices, ensuring that the Vindicators and Predator can fire upon the enemy without fear of reprisal, while the rest of the force in the list press forward.


-Chaos Lord - The "Chaos Lord" (In this case, I recommend modeling him as a Warsmith, in true Iron Warrior fashion) is paired with the Chosen, and acts as a response force to enemy threats that would attack the slowly advancing castle of the other forces in this list. With a Combi-Melta to rend open enemy tanks and transports and a Daemon Weapon to unleash havoc upon the unwary inside, the Chaos Lord is a cheap, but effective HQ choice.


-Chaos Terminators - The Terminators are not only iconic of Iron Warrior forces (As seen in a majority of their artwork), but they are present to act as the spearhead for the rest of the army. With Chainfists, the Chaos Terminators can tear open any and all vehicles in the way of their advance, and the Reaper Autocannon allows them to unleash a punishing hail of fire upon any foe unprepared enough to remain within its line of fire.


-Chosen Chaos Space Marines - As mentioned earlier, the Chosen act in tandem with the Chaos Lord of this list, armed lightly with a single meltagun and twin flamers, the Chosen reinforce the Chaos Lord as he acts as a deterrent against outlying enemy incursions, and when not engaged in this task can act as a corralling force to ensure that the enemy does not move in any way you are not prepared to manage.


-Chaos Space Marines - The Iron Warriors are masters of Siegecraft, and thus would be armed to respond to such things. Meltaguns are ideal for opening breaches in enemy fortifications or vehicles, while Missile Launchers can take down light vehicles, and mitigate the threat of hordes charging the Iron Warrior force, making these squads ideally prepared to deal with any manner of threat. Power Fists are an added bonus to the squads, allowing the Champions of the Iron Warriors to be prepared to tear apart any enemy vehicle, barrier, or creature in their way, ensuring that the implacable advance of the Iron Warriors remains just that.


-Chaos Predator - The Predator is an iconic Space Marine vehicle, both Chaotic and non, and the Legion that is known for its use of vehicles would have Predators afield in almost every engagement. The Predator serves as an added threat within this list, riding within the center or rear of the advancing armor column, delivering searing Lascannon blasts upon enemy vehicles, ensuring the rest of the Iron Warriors reach their destination.


-Chaos Vindicators - The ultimate vehicle in terms of siege work and heavy firepower, the Demolisher Cannon of the Vindicators allow them to fire devastating volleys of fire into the enemy, both due to its large template, and the high strength and AP of its shots, ensuring the enemy does not escape unhindered no matter where they seek to hide upon the battlefield.



Conversion Center:

-This is a new segment of my blog, and will persist beyond Nine Days of Corruption, and into the future posts on this blog, so long as it is relevant. The Conversion Center will feature advice and suggestions for appearances, models, paints, and other things of that nature for the lists and other things I present in my posts. For the remainder of Nine Days of Corruption, any non-cult troop centered force will feature a Conversion Center post, detailing the aforementioned suggestions for different models required for the list. This is strictly on a trial basis, and if I do not receive enough feedback on the CC, I will discontinue it after the conclusion of NDC. Onto the Iron Warriors!


-Daemon Prince:

-An Iron Warriors Daemon Prince would more than likely be an elevated Warsmith, and as such, would likely be an amalgamation of both daemon-flesh and machine, and its model should reflect this.

-To reflect the presence of "Wings" on this model, a larger, twisted version of the iconic Space Marine jump pack, or the Raptor jump pack might be used to reflect the mechanical nature of this sort of Daemon Prince.

-For the legs or arms of such a model, parts of the Chaos Defiler or Chaos Dreadnought might be used, as the unholy forces of the warp bend themselves to the will of a former Iron Warrior, who by this point is obsessed with the machine.

-Suggested Models/Colors: Plastic Daemon Prince, Chaos Defiler, Chaos Dreadnought. Colors are recommended to stray towards the dark and metallic, to reflect the bionic nature that is often present in the Iron Warriors.


-General Suggestions:

-As most already know, there is both a Warsmith model and an Iron Warriors conversion kit available on the Games Workshop site, and these may be used to convert a force to be more true of the Iron Warriors style.

-Forge World has released the new armor marks on their website, allowing for conversions to the earlier suits that Space Marines wore, and as a Legion that abandoned the Imperium during the Heresy, such earlier suits would be present within the Iron Warriors forces. Specifically, the Mark II: Crusade Armour and the Mark III: Iron Armour are the most fitting for the Iron Warriors, based on the artwork of their Legion.


-End Conversion Corner-



Annnd that conclude the Iron Warriors post of Nine Days of Corruption. Thanks always, to the ever invaluable Starminer, and stay tuned for the masters of terror, the Night Lords tomorrow!




And today, I bring you the first day of Nine Days of Corruption as dear Starminer so perfectly put it. As you know (Or at least I hope you do), during the Horus Heresy while nine Legions stayed loyal to the God-Emperor, nine also turned away from his light, driven to become servants of the Almighty Gods of Chaos, omnipotent and malevolent beings that rule the realm of the Warp. First up on the list is the Emperor's Children, those who prided themselves on their perfection but have now fallen to become sensation driven madmen beholden to Slaanesh, the Prince of Pleasure.


Disciples of the Eternal One
Point Total: 2000 pts
Codex: Chaos Space Marines

HQ

-Lucius the Eternal - 160 pts


-Daemon Prince - 155 pts

-Wings

-Mark of Slaanesh

-Lash of Submission


Troops

-6x Noise Marines - 225

-Doom Siren

-Blastmaster

-Chaos Rhino


-6x Noise Marines - 225

-Doom Siren

-Blastmaster

-Chaos Rhino


-6x Noise Marines - 225

-Doom Siren

-Blastmaster

-Chaos Rhino


-6x Noise Marines - 225

-Doom Siren

-Blastmaster

-Chaos Rhino


Fast Attack

-6x Chaos Bikers - 273 pts

-2x Meltaguns

-Biker Champion

-Power Fist

-Meltabombs


-6x Chaos Bikers - 243 pts

-2x Flamers

-Biker Champion

-Power Sword

-Meltabombs


Heavy Support

-Chaos Predator - 130

-Lascannon Sponsons


-Chaos Predator - 130

-Lascannon Sponsons


-End List-


Analysis:


-Lucius the Eternal - Lucius is a mean character, just looking at his statline. SEVEN Weapon Skill? Yes ma'am. Adding to this, is the Armour of Shrieking Souls, which delivers an S4 hit to any enemy who's attack fails on Lucius, ignoring their armor save. Additionally, Lucius possesses the Lash of Torment, which reduces the attack stat of any model in Base Contact with Lucius by 1, completely disabling normal troops in battle.


-Daemon Prince - This choice should be obvious, considering how many Lash lists are seen these days, but just in case I'll give you the run down. The Daemon Prince has a powerful statline, allowing it to smack around all but the most powerful enemies like toys. On top of this, it had wings, allowing it to traverse the battlefield with impunity, combined with the Lash of Submission, which allows the Prince to tear units out of cover, making no place safe from it's power.


-Noise Marines - The iconic unit of the Emperor's Children, in the sacred number of Slaanesh, these units can lay down enough template fire and blast shots to tear apart anything and everything that isn't walking around in Terminator armor. The Doom Siren and Varied Frequency of the Blastmaster ruin any unit that attempts to get close enough to embattle the Noise Marines, while the Single Frequency allows for heavier fire power, slamming down deadly blasts upon enemies at long range.



-Chaos Bikers - Bikers are often called adrenaline junkies, and as such, I felt they served the theme of the Emperor's Children spot on, Space Marines tearing across battlefields, veins full of chemicals and unstoppable by any normal means. Bikes are always a fine choice, with their t5 3+ save ability, on top of the fact that they receive a 3+ cover save while Turbo-Boosting. The idea behind bikes squads is to use them in synergy with the rest of your forces, either running twin bike raids on a target of your choice, or delivering support to an embattled unit. Should neither of those tasks be necessary, bikes can serve as an outriding force, picking off targets of opportunity and distracting your opponent from the rest of your forces at often critical junctures. Squad one will charge straight towards the nearest enemy vehicle and turn it into scrap, while Squad two coasts around the board mauling hordes and large units with blistering speed.

-Chaos Predator - The drivers of the Predator aren't any less juiced than the rest of their force, however, for who can't get excited at the roar of the autocannon, the throaty growl of the engine, and the blinding flashes of light from the Lascannons. Bringing up the rear in a rather slower fashion than the other units in this list, the Chaos Predators are no less useful than any other part of this force. They rain down anti-tank fire upon vehicle heavy lists, and use the autocannon to ward off anything foolish enough to get close.



And so you have it, the first list of Nine Days of Corruption. A special thanks to the ever invaluable Starminer, and stay tuned tomorrow for the Iron Warriors. Iron Within, Iron Without! Also, a warning from your friendly Ciaphas Cain is below. I urge you all to consider it with absolute seriousness.

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