I’m working on refining my 1,750 list for a tournament this month, and I got to play against Iron Hands to test it out. I took my rough list from the previous week, and ironed out some of the kinks to optimize it. I’ve found that I enjoy having some Tzeentch units in my list. It really rounds out my typical lists, and gives me more options in general. Speaking of, here’s the list.
Disciples of Twilight (Chaos Space Marines) with Daemons Ally: 1,750
- Soulgore (Chaos Lord) – Bolt Pistol, Axe of Blind Fury, Sigil of Corruption, Chaos Bike, Mark of Khorne, Melta Bombs
- Herald of Tzeentch – Psyker (M2), Disc of Tzeentch, Exalted Reward
- Vengeance (Chaos Space Marines) x 5 – Veterans of the Long War, Plasma Gun
- Aspiring Champion – Melta Bombs, Combi-plasma
- Rhino – Dozer Blade
- Redemption (Chaos Space Marines) x 5 – Veterans of the Long War, Meltagun
- Aspiring Champion – Melta Bombs, Combi-melta
- Rhino – Dozer Blade
- Daemonettes x 10
- Spawn x 2 – Mark of Nurgle
- Spawn x 2 – Mark of Nurgle
- Chaos Bikers x 7 – Meltagun x 2
- Champion – Meltabombs
- Screamers of Tzeentch x 5
- Forgefiend – Ectoplasma Cannon x 3
Lord of War
- Chaos Knight Errant – Ion Shield, Heavy Stubber, Thermal Cannon, Foe-reaper Chainsword, Daemon Knight of Tzeentch, Dirge Caster
My opponent, Karl, threw together a list. He had not brought the units he had lists for, so he had to adapt his list. If I recall, he had: Librarian, Techmarine, Tactical Squad (5) w/Razorback x 2, Scouts (5) w/Land Speeder Storm x 2, Venerable Dreadnought w/Drop Pod x 2, Ironclad Dreadnought w/Drop Pod, Landraider Redeemer.
We played the standard Maelstrom mission (3 cards). I got to setup first.
For my first turn I advanced, but kept my units together so that drop podding Dreadnoughts could not isolate units. What little shooting I had went poorly. The Knight tried to charge a Land Speeder Storm, but he failed the 11″ charge. I got no points this turn.
Karl sent in both Dreadnoughts aggressively on my left flank, both landing near my Forgefiend. One Dreadnought shot an Ectoplasma Cannon off my Forgefiend. Scouts on my right moved to get an objective in front of my army. The Librarian, on the left, got off Iron Arm and Force, charged my Spawn, but then failed to do anything to the unit. The Spawn put a wound on the Librarian in return though. Karl scored a point, 1-0 Karl’s favor.
My line was being overrun with Dreadnoughts, and my best answer – the Knight, was too far away to be of use. I re-positioned my line to move the Screamers and Herald to a Dreadnought. My Lord and Bikes moved forward, fired on a Razorback and destroyed it. My CSM on my left unloaded Plasma Guns into a Dreadnought, and I think I got one glance. On my right, shooting saw that Storm go down. Then my favorite part, close combat!
Soulgore (Chaos Lord), and Bikes got into the disembarked Tactical Squad, and Soulgore took all 5 out. The Chaos Gods gifted him with Eternal Warrior for his service. Two Spawn charged the left Storm and blew it up. The poor Scouts got themselves pinned as well. My Knight charged the Scouts who lost their Storm on the right, and took them all out. The Herald and Screamers charged into the Dreadnought, I lost 4 Screamers, failed Daemonic Instability and lost the unit. Finally, his Librarian took out both Spawn with Force.
I managed to score 5pts this turn for destroying 3 units in close combat, and for the Scouts getting pinned. Score 1-5, my lead.
Things got very messy from here with close combats continuing every where on the board. One of Karl’s Dreadnoughts got into my 5-man CSM squad, but they got lucky and held up. Soulgore, who had lost his Biker retinue to serious shooting, went to help out those CSM, and he destroyed the Dreadnought in close combat. The other Dreadnought in my line had charged and destroyed my Forgefiend. The same Dreadnought went on to charge my Knight, and put 3 hull points on it the first round. The Dreadnought and Knight got mutual destruction the following phase by punching one-another out.
Late game we were both very thin on units, having spent most of it in combat. Karl had sent Scouts after my lone Aspiring Champion to clear me off an objective he needed. The Champion won the combat, and he ascended to Daemonhood! The Champion reveled in his glory. He was blessed as a Daemon Prince! Oh, that objective I was supposed to hold? Screw that. Look at me! Karl got the objective from me because my Champion turned into a Daemon Prince (non-scoring). I didn’t care though. That’s maybe the third time I’ve ever managed that result since the codex came out.
In the end, the objective he snagged from me wasn’t enough. Karl had climbed back into the game mid-way through, but by the game end the final score was 12-8, a victory for Chaos.
That was a hell of a game. My second turn went pretty well for me, barring the loss of the Herald and Screamers. That unit went down due to the second failed Grimoire. Had Grimoire been up, I would not have lost a single model. That got me thinking that I’m better off ditching the Exalted Reward, and instead giving the Herald another psyker mastery level to put him at 3. Historically I just have terrible luck with the Grimoire, and I just feel the Herald as an M3 psyker is more reliable. At the very least, he won’t screw over a unit with a failed Grimoire.
My Chaos Lord on bike worked well also. I usually have him on a Juggernaut, as I love the gains you get with it. I needed points for other things in the list, so an economical bike it was. I didn’t miss the Juggernaut in this game at all, and the bike does have the added advantage of turbo-boost when needed.
I have to get better with the Herald and Screamers. The previous game I was too aggressive with them and lost them. The same was true this game. Granted, it was by my choice this time, but I should not have made that charge with a failed Grimoire. At least if I sat there, he would have had to choose his target to charge, and it likely would not have been the Screamers. That would have bought me a turn to pass Grimoire (hopefully), and then bail out whatever it went for.
So, the only adjustment I see making is the Herald going to M3 by losing the Exalted Reward. I had fun with the list, it did well, so it’s just a matter of getting better at wielding it.