Episode 67: A Change of Pace (Chaos vs. Eldar)

The proxies are over! This week I was able to get more models assembled and also borrowed some models from a local player so that I could get some games in and begin learning my list. Things will likely be a bit slow competition wise for the next month or so, LVO is next week and with that everyone is going to collectively catch their breath before launching into the next ITC "season". There was an RTT as of today but I chose not to go, just wasn't feeling the likely small turnout and spending a whole day on 40K after a busy week. I'm honestly okay with this as I need to figure out my list and get back to painting! I know I just did a blog post about the new list I want to play but I continually go back and forth on various things. Should I run Obliterators, if so how many? What's my Scenario game like? What other options do I have? Oh and Thousand Sons are coming out soon, my spidey sense says they'll be awful but they may have a few great options. I'm particularly interested in Ahriman but we'll see soon enough.

For this game I made some tweaks to the list and grabbed a game for the Team League I'm running, where I'm playing the role of a ringer/extra opponent. I was up against Zach, someone I haven't played before, and his Ulthwe Eldar. I really wanted to test against Eldar since not only are they top army right now but I find they're usually really fun to play against.


Chaos

Spearhead Detachment - Alpha Legion

Chaos Lord w/ Combi-Plasma

3 Obliterators
3 Obliterators
3 Obliterators
3 Obliterators

Spearhead Detachment - Death Guard

Chaos Lord w/ Combi-Bolter, Fugaris' Helm (Warlord w/ Arch-Contaminator)

Plagueburst Crawler
Plagueburst Crawler
Plagueburst Crawler
Plagueburst Crawler
Plagueburst Crawler

Supreme Command Detachment

Horticulus Slimux
Poxbringer (Fleshy Abundance)
Poxbringer (Shrivelling Pox)


This is my half-way list that I spent some time building, it uses both the tanks and some Obliterators for a nice combination of Flamer devastation and Obliterator pewpew. The army is super elite which is my worry, it'll be difficult to defend all the Characters consistently and also to play in some Scenarios. I'm also still getting used to the Plagueburst Crawlers, they're a weird unit and the strategy seems to be ignoring their Heavy Weapons and just treating them like Toughness 8 Hellhounds.



Eldar

Supreme Command Detachment - Ulthwe

Farseer
Warlock
Warlock
Warlock

Brigade - Ulthwe

Autarch Skyrunner w/ Laser Lance (Warlord w/ Fate Reader)
Warlock
Warlock

10 Striking Scorpions, Exarch w/ Scorpion's Claw
8 Fire Dragons
8 Fire Dragons

5 Rangers
10 Guardians w/ Bright Lance Platform
10 Guardians w/ Bright Lance Platform
10 Guardians w/ Bright Lance Platform
10 Guardians w/ Bright Lance Platform
10 Guardians w/ Bright Lance Platform

3 Bright Lances
3 Bright Lances
3 Bright Lances

Warwalker
Warwalker
Warwalker


Well that's quite an unorthodox Eldar army! No Dark Reapers is a bit disappointing since I did want to test against them, they're a premier unit in the game right now and worth going against if you're trying to get a feel for how a list will do. There is quite a bit of anti-tank with 16 Fire Dragons, the Bright Lances, Psychic Powers, and so on. Doom is definitely the most terrifying power, otherwise the anti-tank doesn't have the best odds against me.



Pre-Game

Mission
Precious Cargo

Deployment
Vanguard Strike

Chaos Secondaries
The Reaper, Headhunter, Old School

Eldar Secondaries
Big Game Hunter, Behind Enemy Lines, Recon


The terrain setup was mostly forests which I play as infinitely tall and blocking LoS unless you're in the forest. I find this makes for easy line of site breaking while also making it very clear what can see what whereas ruins can sometimes be a bit nebulous. I also quite like wooded tables but that's just personal preference. I set everything up tournament style where there's really no advantage to one side of the other, I think this works well for 40K whereas other games you need to let the person choosing a table side have an advantage.

Zach put both the Fire Dragon units in Webway Strike which seems like a really good option although he thought he got to roll to keep the Command Points which I corrected him on. [Clarification - this is because the Autarch had NOT been Deployed yet, if he had been then path of Command would work] These were joined by the War Walkers and Rangers as well as my Obliterators, so a lot of Reserves all around! For my part I put the tanks aggressively on the line and the Characters behind. I think going forward I need to tuck the small characters between tanks to prevent them being picked off by Deep Strike and other threats, I also need to defend Slimux with a tank or two since if he dies before the Gnarlmaw goes down my army falls apart. Deployment is something to really get used to with a new list and this army is very different than my old one.

Zach spread a bit, filling his Deployment Zone with Guardians as people often do against me even though I never want to Deep Strike forward. The Psyker squad set up shop in the back and the Shining Spears largely did the same. When it came time to put the Rangers down they went on the other Objective near Zach's side which is an issue for me as I'd have to shoot them off which meant using the Obliterators.

I won the roll for first turn but Zach was able to Seize on me which was a major bummer given his army composition.







Round 1

Zach started off somewhat tentatively, moving a few of the Guardian units up but leaving two back, outside of Brightlance range. The Shining Spears mostly went towards my left flank with one unit going up the middle into the forest. Some of the reserves then came in with a War Walker in each of my table quarters, behind terrain, and one in Zach's weak table quarter. None of the Fire Dragons or Scorpions came in which was a relief to me, an early charge into my lines before the Gnarlmaw came down would have really hampered my advance.

Protect went onto the forward Shining Spears which made for a very hard to shift unit, fortunately Conceal failed to cast even though Zach used the Seer Council Strategem. Unfortunately Zach did misplay that Strategem during the game as each Warlock is its own unit so only one of them and the Farseer gets the bonus, I wasn't aware of that during the game. With no further buffs/debuffs to toss out shooting began, putting 6 Wounds on a Crawler as I failed every Save and Disgustingly Resilient roll. I also took 4 Wounds on Slimux as Zach rolled really high for the Snipers and I again failed all my saves and DR. Fortunately most of the Eldar shooting was out of range or ineffective against Toughness 8 so I managed to not give up a kill. Zach was able to score Recon although not Behind Enemy Lines as he neglected to put a second War Walker in my Deployment Zone.

On my turn I moved all the tanks up and ran with all the Characters. My positioning was poor so I had to put the tree back instead of aggressively forward as the army prefers, that's likely to hurt my ability to press in as far as I want to Zach's side of the table while having relative safety. I then put two Obliterator units up front and two more in the back, all within range of the +2 Cover Save from the Gnarlmaw. My goal was to drop the War Walker in my Deployment Zone since it could threaten the Objective there and with the Shining Spears could help to rack up Behind Enemy Lines.

I healed my damaged Crawler for one wound and put -1 Toughness on the Shining Spears just to make sure I'd wound them on 2's with most of my attacks. In hindsight I should have just Smited them. Shooting went about as well as I'd hoped for, the War Walker went down to one Obliterator unit with a 3 Damage profile while the Mortars and Heavy Sluggers tore up two Guardian units, leaving them with  models each. I also barely managed to drop the Shining Spears with three Obliterator units and a few Plaguespitter shots. Both the shot up Guardian units then ran from Morale.

The first turn definitely went in my favor as I got two Bright Lances off the table and secured my backfield, at least for the moment. I made a mistake by not putting the Obliterators onto my home Objective though so Zach was able to score a point for holding two to my one which shouldn't have happened. Not having anything to just put on an Objective threw me a bit, I was able to score two for The Reaper and one for Old School though which gave me an early lead. Now I just need to weather the storm of Fire Dragons and put pressure on Zach's side of the table.

Score
6-3 for Chaos











Round 2

Needing a turn to punch back Zach moved up his remaining Guardians to protect all his Characters and pushed the Shining Spears up for charges. One unit of Fire Dragons came in on my left flank but everything else stayed in reserves. I think this was a mistake, Zach really needed to hit back and get more done on Scneario, putting the Scorpions in the back would make it so I can't remove them unless I turn around or use the Mortars which would take awhile. Then he could score Recon and Behind Enemy Lines with ease. The War Walker on my side of the table also held still, again I think it needed to move and hide to just act as a Scenario piece, 2 Shuriken Cannons aren't worth anything against my army.

Protect again went on a unit of Shining Spears who then also got Enhance'd and Quicken'd to nip around the flank threaten my Obliterators. Doom tried to go on the damaged Crawler but the Farseer suffered Perils, taking no damage thanks to his Ghosthelm. Shooting went poorly for Zach as the Fire Dragons got 4 Wounds through onto my Crawler, again I made no saves, but even after a re-roll they only pushed 6 Damage! The War Walker, Rangers, Guardians, and Shining Spears then failed to finish it off as Toughness 8 proved too much and I was able to make some saves at long last. An undamaged Crawler took 4 Wounds to some miscellaneous shooting.

Combat was a mixed back for the Eldar, the forward Shining Spears lost two models to Overwatch from one Crawler and one Obliterator unit, the Exarch then cut an Obliterator down before he was pummeled to death. The super buffed Spears got into two Obliterator units, killing three models, and only losing a wound. Zach declined a charge with the Fire Dragons into the wounded Crawler, which had been tied up in combat by the Spears, which I think was a mistake. Once again Recon was scored thanks to the Shining Spears and War Walker but Behind Enemy Lines was looking more and more unlikely.

My turn started with a good amount of Falling Back at no penalty thanks to the Gnarlmaw, I also healed the Crawler with Slimux. I began spreading out a bit, keeping a Crawler on an Objective but again neglecting to put an Obliterator unit on the other. Three Crawlers went forward to threaten the largely defenseless Guardians, I'm not doing well on Objectives but I'm hoping to run Zach's Deployment Zone over next turn and then swing the game in that respect.

I decided not to heal the damaged Crawler and instead Smited the Spears, only doing a wound to finish one off. Once against I put -1 Toughness on the Shining Spears with the goal of removing them and getting control back of the board so Zach has to choose offense or Scenario with his Deep Strike. Moving towards that goal I dropped the War Walker on my side of the board with a unit of Obliterators on a high profile and shelled the Guardians a bit more with limited success. The Fire Dragons proved very resilient, requiring nearly all my shooting in the area to remove. Overcharged Plasma from the Chaos Lord dropped a further Spear, leaving on the Exarch, who was promptly charged by three Obliterator units, Slimux, and the Crawler and put down.

Once again I was behind on Objectives but winning on attrition. Not picking up any Secondaries made the score a bit closer but Zach is starting to run out of units which will force him to take me on directly and Eldar can't do that against this list.

Score
9-6 for Chaos















Round 3

Once more the Psykers need to be protected so the last of the Guardians move up along with the Autarch, the Warlocks and Farseer move up a bit as well. The final Fire Dragon unit comes in along my left flank where a lone Crawler is holding an Objective, the Scorpions also come in in front of my tank wall. This cuts Recon off for Zach, anything that heads toward the quarter I started in is going to need two turns to make the trip and get blasted before they arrive.

Forgetting to use Seer Council the Eldar are only able to put Protect on the Autarch and Conceal on the far Guardians who I have little interest in anyways. The other Fire Dragon unit only manages a few wounds on my tank as I figure out how to roll 5's for the first time, the badly damaged tank is removed by the Rangers rolling hot once again although it tanked the War Walker and a few Bright Lances. Using the last Command Point available the Fire Dragons also hide behind the building but I'm confident I can get to them and deny another volley.

All the Guardians and the Autarch tie up my two forward Crawlers, taking only a wound on the Autarch from flamers. The Scoprions lose three in Overwatch but tie up another Crawler and my Obliterators, the Poxbringer and Chaos Lord perform a Heroic Intervention to help out. Combat has me lose another Obliterator to the Scorpion Exarch and I kill everything but him with the Poxbringer and Chaos Lord and the Exarch legs it from Morale. In the other Combat nothing happens, I'm just tied up.

As per usual I started my turn by getting out of Combat, my only goal is to get rid of these Guardians and the last Fire Dragons so I can have total control of the game. I move a unit of Obliterators back onto my Objective and drive off the other one to try and deal with the Fire Dragons, the rest of the army moves up to help with the fight in the middle. Slimux heals himself for a wound since I'm likely to push him out front this turn.

Smite goes into the Guardians, killing one, while I heal the most damaged Crawler for 3 Wounds. With nearly all my shooting I remove one of the Guardian units and drop the other forward one to only a few models, the Ulthwe Saves and bad Obliterator profiles were really slowing me down. I also kill off four Fire Dragons but I'm more concerned with tagging them in Combat.

Charges go off as Slimux gets into the remaining Guardians and my Crawler makes it into the Fire Dragons. Finally I'm able to put the Guardian unit down, maxing out The Reaper, but I do nothing to the Dragons and take a wound back.

At this point the Autarch is the only option for Recon and I'd likely just Smite him down, there's also basically nothing left to defend the Character brick so in Turn 4 I should drop the hammer. Zach has no anti-tank left and all my Crawlers are healthy but I'll probably lose the Obliterators slowly to random shooting attacks.

Score
14-10















Round 4

Hoping to still make an impact on the game the Autarch zips around to the right while the very last Guardian unit moves up to protect the Characters as best they can. The Fire Dragons stay in Combat, if they Fall Back they're likely to lose more to Flamers and Mortars so the standoff there is mutually agreeable.

In the Psychic Phase a Warlock Perils and I force him to take 2d3 Damage with the Demon Strategem as Zach hasn't regained any Command Points with the Autarch to try a re-roll. This kill him and another Warlock, puts one wound on all the others, kills a Guardian, and puts two wounds on the Farseer. Quicken goes on the Guardians while I deny Doom, the rest of the powers fail to cast.

Shooting finishes off Slimux as the Rangers again roll insanely hot, although it does take the rest of the army to get him down. A Warlock charges one of my tanks as they were all over 9" away and does two wounds, the Autarch and Guardians get into my Poxbringer and Obliterators. I lose another Obliterator but kill a few more Guardians, although none break in Morale. The Fire Dragon combat ends in a draw as we both do nothing.

At this point Zach concedes the game. My one Obliterator cannot get out of Combat but I'm going to easily kill all the Warlocks and Farseer to max out Headhunter, all other shooting will go into the Rangers and War Walker. This would leave us even on Objectives but next turn I'll over run the rest of the army and the Autarch can't run from Mortars so I'll likely get him over two turns. I'd also be able to score two or three bonus points with Zach's Objective with a decent Advance on one of the Crawlers this turn so from then on the game is a blowout.

Win for Chaos!








Post-Game

Writing up this game it looks a lot closer than it should have been, Zach was often bailed out by just insane dice rolls that were way above normal. The Ulthwe Trait saved at least 20 models during the game and paired well with my Obliterators rarely rolling more than 1 Damage on their profiles. This covered up a lot of the mistakes Zach made which I don't think is a good thing assuming he's trying to improve.

I certainly had some breaks go my way but few of them mattered. Keeping that Crawler up on Turn 2 only really served to deny a Scenario Point, I'd already written it off and the shooting that was allocated to it the following turn didn't really have better targets. Mostly I over allocated shots when I knew I needed to kill a unit because I was just getting so used to none of the Eldar units dying when they should. Not playing for Recon/Behind Enemy Lines more was also a big mistake, all three War Walkers should have hidden the entire game to force my Mortar shots and then the Scorpions could Deep Strike to wherever I finally killed one and keep the train rolling. In a Tournament this would drop Zach's score but ~5 Points which is a huge amount to leave on the table.

In terms of composition I don't like the Eldar list that much, Brigades don't work with that faction. Guardians have Morale issues unless you put a Psychic Power up and they don't add much offense. War Walkers are also too papery and completely overshadowed by Dark Reapers for the moment, if you want to play for Recon and so forth you can just take more Rangers. I do like Shining Spears but they need Psychic Powers to survive or to be Alaitoc for the approach so the small units for the Brigade aren't as good as they could be. There's also way too many Warlocks in the list, I don't know why you wouldn't find the points for a Spiritseer when 2 Wounds is begging to die to Perils or even Snipers, there's no reason to run more than one Warlock unless you're that pressed for points. Hopefully Spiritseers get nerfed though, +10pts for the extra stats and ability they get, plus full Smite, is too cheap. I do quite like the Webway Strike for Fire Dragons, Dark Reapers don't answer all Tanks/Monsters because of the middling AP. I was also happy to see an Autarch, they seem so good for the cost if you aren't playing Ynaari.

Looking at my list I'm pretty unhappy with it. I played it badly in terms of Objectives but it's just too few models for ITC Missions and I can't stand having Slimux in my army, he's overpriced and that's all I can see when I put him on the table. The Crawlers also don't fit my playstyle when I take this many, I liked my list where I had three a lot better. For revisions I want to be a lot more active on Objectives and trim or reallocate some of the support fat, here's what I'm thinking of for next time:

Fortification Detachment
Feculent Gnarlmaw

Spearhead Detachment - Alpha Legion
Chaos Lord w/ Combi-Bolter (Warlord w/ Unholy Vigor)

3 Obliterators w/ MoN
3 Obliterators w/ MoN
3 Obliterators w/ MoN
3 Obliterators w/ MoN
3 Obliterators w/ MoN
3 Obliterators w/ MoN

Battalion Detachment
World Eaters Warpsmith
Poxbringer

10 Brimstone Horrors
3 Nurglings
3 Nurglings

Plagueburst Crawler
Plagueburst Crawler
Plagueburst Crawler



This still gets me the Demon Strategems, meaning I can Deep Strike the Gnarlmaw and use the 2d3 Perils Strategem in conjunction with the Warpsmith wearing the Brass Collar of Borghaster. A lot of people have asked me if this combo is that good, I maintain that it is and it keeps getting better. My army plays forward so I can get within 24" even against gunlines and dropping a Character for a Command Point is a really big deal. I also just like Warpsmiths a lot and think they're a great HQ for the cost, if only they could repair the Crawlers.

Having a Death Guard Chaos Lord feels like a waste unless you're taking nothing but Crawlers, re-roll 1's doesn't do much for them. Arch-Contaminator is also usually only re-roll 2's for the Mortar and Flamer which isn't that important, I'd rather be able to split them as I please and not feel like I'm losing anything. This list also gives up nothing in ITC, the best you can do is Big Game Hunter and if you're focusing the Crawlers for that then I'm going to win. I would love a second Poxbringer since the Nurgle Lore is so good, I may decide to drop the Warpsmith for it. I can't believe those models are 70pts, they're great in Combat, resilient, and have one of the best Lores in the game. I really want to be able to punish buff armies like Eldar and Imperium though so the Warpsmith stays in for now.

Being able to Deep Strike the Gnarlmaw, barring an FAQ, is also fantastic for positioning. Two units of Nurglings should protect me against Rangers/Scouts so I can play well forward and use the Crawlers for that I want them to be, screens. Cultists were giving up The Reaper too easily and giving small arms fire something to do so I'll just pivot to bigger screens. With that in mind I can Advance the tanks, all I really want to use are the Plaguespitters, and anything I get from the other other guns is gravy.

I think this list will deal very well with things like Dark Reaper spam, PBC spa, Morty+Magnus (soon to be nerfed a few more times anyways) and Imperial Gunlines. Playing the averages I can drop three enemy Crawlers a turn without breaking a sweat and I only have three easy to get kills which means the Toughness and DR bonus from Epidemius will be well off and not worth it by the time it comes around. I think this is the first list I've made since Codex Demons that's really clicked for me, I can't wait for something dumb to come out in Thousand Sons to ruin it. -_-

Episode 66.2: Making a New List is a Pain in the Ass

Well my hopes of getting a lot of games this weekend has.....exploded in my face pretty spectacularly. Miscommunication, cancellations, everything that can happen has happened. On some level I'm okay with it, I still have a ton of proxies in my list and likely will until late this coming week. Every time I want a model none of the stores in my area have it. *sigh*

What I'd like to do today is a bit of a deep dive on the list I'll be testing, and probably building all night the day before a tournament, and how I arrived at this list. I often post my lists on sites like Reddit and DakkaDakka and get positive feedback along with questions on how I came up with whatever the end product is, so now I'll have something I can point to while also increasing my own Internet popularity. The perfect plan.


What Once Was

As people who follow my blog may know my old Chaos list revolved heavily around Cultists and Obliterators. The nuts and bolts were as follows:

The Changeling
Warpsmith

10 Brimstone Horrors
10 Brimstone Horrors
10 Brimstone Horrors

Chaos Lord [Alpha Legion]

3 Obliterators
3 Obliterators
3 Obliterators
3 Obliterators
3 Obliterators

Chaos Lord [Iron Warriors]
Sorcerer w/ Jump Pack

38 Cultists
40 Cultists
40 Cultists

The idea with this list was to have -2 to Hit Obliterators screened by nearly infinite Cultists. Combined with recycling the Cultists and all the other Stratgem tricks like Endless Cacophony, Veterans of the Longwar, etc. the list hit extremely hard and was great in Scenarios. It did have lots of weaknesses though, as the meta changed people were more and more able to deal with large Cultists bricks and the 6+ Armor Save really started to hurt. It was also very dependent on the Chaos Lord to use the Iron Warriors Warlord Trait and keep Morale at bay, usually that wasn't an issue but some armies can take advantage of it.

When the Demon Codex rumors started bubbling up a popular one was that Brimtstone Horrors and The Changeling had been nerfed, two changes that are very good for the game and reduce the power of Chaos Soup armies. I wish they'd made him less useless since a 6+ FNP is not very good outside of horde armies, which Demons are unlikely to become, but there are certainly bigger concerns in the game than a Special Character not being good.

At this point I was pretty sure Obliterator Spam was dead but then the Feculent Gnarlmaw came along and now Obliterators can have a 0+ Armor Save and Fall Back at no penalty, both of which are well worth losing a -1 to Hit. I managed to get the point cost of the Evil Tree from one of the many Codex Review videos that pop up on what mostly seem to be terrible Youtube Channels (I have a terrible Youtube Channel, where's the love Games Workshop?) and put up a few test games recently.

Unfortunately I under-budgeted for the Horticulous Slimux, putting him at 130 when he's 165. That is way too many points for what that model does, decent fighter, low end heal, and two buffs to Beasts of Nurgle which suck pretty much no matter what. Nice try getting people to spend $40 a pop on those Games Workshop, keep at it. This really threw my list out of whack as 35pts is a lot more than it sounds like when you're optimizing an army, or trying to at least, and I wasn't in love with the composition as it stood.

I also wanted to do better in the ITC Missions than my old list did where The Reaper was very much on the table and could get give up Head Hunter once my screens went down. Normally I don't consider Head Hunter to be in play outside of more elite Infantry armies but Cultists melt like butter against well constructed armies and often by Turn 4-6 I'd have Characters hanging in the wind.



What To Spam

Pretty much any army that's actually great, top tier great, spams units. A lot of people don't like it, I don't like it, but that's how it works in most games on a scale larger than X-Wing. For Chaos this used to be Malefic Lords, now it's split between Plagueburst Crawlers and Obliterators. As I started tinkering with Obliterator lists it's become clear they work well with a strong supporting cast, they don't carry the show on their own. Even with being able to Fall Back Obliterators are only Toughness 4, you can throw buckets of wounds at them and they'll start to die eventually. Nurglings are a great compliment but they also can't stand up to an armies worth of punishment, it's easy to throw multiple damage and low AP attacks into the pestilent puffballs and get them off the board quickly. Horrors have been nerfed, Cultists die to a strong breeze, and the list starts to get very expensive after that. The next best option is probably Plaguebearers in a big block but that's well over 200pts and needs some outside help to work, plus more help if you want them to do work which at that point you might as well.

This moves me to Plagueburst Crawlers. These tanks are VERY well known in my meta as one of the more prominent players has swung between playing 12 and 10 of them since Chapter Approved dropped. My old Changeling list was able to beat that army pretty easily by taking advantage of a far better Scenario game and being immune to the armies offense with my units that mattered. A matchup with Obliterator Spam and an Evil Tree would go much the same but that list would have wider problems. Anyways as my ListHammer went nowhere with an Obliterator focused army I shifted focus to Plagueburst Crawlers and maybe using a single Obliterator unit to help with things like Fliers that the tanks can struggle with.



Heading Into the Lab

While spamming out a single unit, even an overpowered unit, is boring there's still a lot of tinkering with the army that has to be done. The person who runs PBCs in my meta pretty much relies on brute force to win, it's all tanks with Epidemius, some Poxbringers, and some re-roll bots. Plug and play all the easy synergies and you get an army that wins far more than it loses even in a tournament environment, however it has huge weaknesses. I always think of army lists like the graphs for characters in Fighting games. If you have too much in Speed then you don't hit hard, but if you hit like a truck then you might be too slow to ever connect. My philosophy is to file down those points and have a more well-rounded army that won't get ruined by other skews.

The obvious synergies for Crawlers are the ones I've mentioned but I'll detail them a bit more:

Epidemius
Since Crawlers are Nurgle Demons they add to the fat man's tally and also benefit from it. This gets them re-rolls to hit, Speed, Strength (works on the Flamers), Toughness, and DR re-rolls, pretty much everything you could ever want. Since this comes at no range Epidemius can just hide in the back and do his thing, preferably on an Objective, without losing any offense. This helps with Head Hunter, a not unimportant consideration.

Chaos Lord/Demon Prince
The biggest weakness of the Crawlers is BS4, they have to have re-rolls to get anything done. I think a Chaos Lord is the best way to go but if you have room for multiple entries you can make a VERY hard to kill Death Guard Demon Prince that can do his own thing once the tally gets to 2.

Poxbringer
Another amazing support piece, these once Heralds give out a +1 Strength Aura which again gets the Flamers going. On full profile Crawlers this means S8 Flamers with re-roll 1's to Wound from Plague Weapon, scything through Marines and anything less. They can even threaten vehicles/monsters in sufficient numbers which most people do not expect. Poxbringers also bring the now insanely good Nurgle Lore to the table which provides healing, minus to hit, minus to toughness, and raw damage.


Alright so we've got those covered, what else do Crawlers need help with? Well the tanks are not backline models, any army that spams PBCs should seek the mid-field and hold it. This can make their Objective game very weak as they have limited models and cannot control all the space around an Objective without swarming it. They'll also give up their backfield at times which can leave Epidemius vulnerable and make it hard to hold Objectives that they've gone past. Crawlers are also VERY vulnerable to being tied up, not just conventionally but by insidious threats like Fiends of Slaanesh and Skarbrand. If you aren't as familiar with these models, well you will be soon enough. So how do we counter those threats?


Nurglings
These little guys fill the same role as Scouts in Space Marines, i.e. if you don't have them in your list it's probably not optimized. This was up for some debate but now that they've gone down to 54pts per 3 Models it' pretty much set in stone. By infiltrating up the board you can get on Objectives early, threaten to tie up other units, or just deploy them late as a defensive bubble for Deep Strike. These add some dimension to the army by doing all the things the Crawlers can't be bothered to do.

Feculent Gnarlmaw
An impressive new addition to the army, the Evil Tree allows Crawlers to Fall Back and still shoot. Typically the tanks would get out of Combat and rely on the Flamers to slowly grind would be chargers down but having extra offense from the other weapons further helps with offense and being able to shoot models off Objectives.

Counter-Punch
While Crawlers can kill many things well they do struggle with bigger, multi-wound targets that are up close as well as durable infantry. I also wanted to get ahead of emerging threats like Fiends of Slaanesh being able to lockdown my army as a patient opponent can remove my Nurgling screen and then come after me on Turn 2 or 3. While Heralds are good in combat and can Smite I wanted something else and I think Horticulous Slimux fills that role. He's still an overpriced piece but being able to help in melee, put the Evil Tree down, and add some healing to the army helps justify the price tag.



Putting It All Together

So I knew the ingredients I wanted to use but putting them together was pretty difficult. I fooled around with not running Slimux and using a Fortification Network along with a Brigade, unfortunately there was no way to get the number of Crawlers I needed and the Locus of Virulence, a small buff but one that I'd like to have since I'm going down the "less is more" path with regards to spamming tanks. Brigades also required me to play stuff I didn't want to, like Chaos Spawn, just to fill up slots at low points. I continued to try and make one Obliterator unit work but consistently found myself being unable to unlock Chaos Space Marine Strategems, meaning no Veterans of the Long War. Obliterators also badly want a Changecaster for the re-roll a dice during your turn power and the amount of support bloat in the army was getting to be a bit much.

After a lot of revisions I took a step back, made peace with no Obliterators after running some dice simulations against Fliers purely with the Plague Mortars, and made a list of all my must haves in the list. Here's the final product:

Spearhead Detachment
Epidemius
Warpsmith (World Eaters) w/ Combi-Melta

2 Fiends of Slaanesh

Plagueburst Crawler
Plagueburst Crawler
Plagueburst Crawler
Plagueburst Crawler


Spearhead Detachment
Chaos Lord (Warlord, Death Guard) w/ Arch-Contaminator, Fugaris' Helm

Plagueburst Crawler
Plagueburst Crawler
Plagueburst Crawler
Plagueburst Crawler


Battalion
Horticulus Slimux
Poxbringer
Poxbringer

3 Nurglings
3 Nurglings
3 Nurglings

1950/2000 Points | 8 Command Points



Bells and Whistles

So all of the nuts and bolts are obviously in play, I have 8 Crawlers, two Poxbringers, Epidemius, and the Chaos Lord. I also fit in the Nurglings which allowed me to unlock the Demon Strategems, which are very important, and the combination of Slimux with points for a Gnarlmaw in Reserve. Locus of Virulence is active on three Characters all of whom will be more in the thick of things compared to Epidemius so he doesn't need the Aura. I've also unlocked the Death Guard Strategems, most of them are useless but being able to blow up a Crawler on demand is good in niche situations.

The two other additions are the Warpsmith and Fiends of Slaanesh. The World Eaters Warpsmith is something I've long wanted to include in my army ever since I saw the Demon Strategem that forces 2d3 Wounds on a Perils of the Warp. It will cost me a Command Point to put the Brass Collar of Borghaster on the Warpsmith, and he cannot use the excellent World Eaters Strategem to Deny the Witch on a 4+, but he's still an amazing piece against Chaos, Eldar, Demons, and Tyranids. With some extra points I decided to give him a Combi-Melta, as I said I'm a bit worried about large targets to two, BS2 Meltagun shots that can Advance to BS3 seems well worth it. Sadly he can't repair the Crawlers but he can curse an enemy vehicle which just gives me a bit more mileage offensively.

Finally I have the two Fiends. These are another toolbox piece that I want to experiment with, I decided to double them up so they could come in with Deep Strike for 1 Command Point when needed, otherwise they have play the LoS game. Because of their excellent speed they can accelerate from the Deployment Zone to midfield and tie something up, they can also pin would be Deep Strikers to be handled later. What I'm really banking on is the ability to keep tanks quiet by absorbing the Overwatch with a Crawler.



Summation

As I said at the beginning, spamming Plagueburst Crawlers and/or Obliterators is nothing new. Obliterators are a well known quantity and people are waking up to the Crawlers and the mistake Games Workshop made in making them cheaper as part of Chapter Approved. While the army is certainly beatable it is most scared of either a very stiff alpha strike or a durable anti-tank army with screens. Both of these are out of the meta right now and honestly come down to who goes first which is far from certain. I wouldn't mind lowering my amount of deployments but that's really not possible within the configuration of the list.

So that's what I'll be running for the foreseeable future, possibly with some small tweaks here and there as always. I'm hoping to get the models together by this week but getting the Crawlers has proved difficult and I had to order them online. Nurglings also seem to be out of stock across the country so I found a substitute and I need to work on an Epidemius conversion.

I've also sold off all my Orks and Tau, so sorry to the fans of those armies. Tau was just boring to play and I don't think they'll get that much more interesting with a Codex, I'm also not sure Games Workshop is bold enough to make the changes to Tau that it would take to make them great. Orks are also still one-dimensional, I know people have had tournament success with them but it just feels like they'll never be able to shoot well no matter what the Codex brings and Powerklaws are never going to be the answer. The Beta Smite Nerf also really hurt them, at least the way I played the army, as you can focus down the Boys to shut that off. Time will tell though, I also didn't feel like waiting until the strongly rumored June/July release of the Codex. I'd rather expand my Chaos as the Faction has too many options to ever not be competitive, I will probably focus on getting more Demons together and make a more casual list.

Hopefully this week I can get more games in, I'm hoping to get more models finished as well because looking at empty bases is not very interesting. Time to crack open the paints again and hit the ground running!

Episode 66: A Re-Rack in 40K? Well.....Alright! (Chaos vs. Ultramarines)

The drought is over, the flood gates have broken and I am playing all the game once again. Today I played not one, but two games against a buddy of mine, Rob. Rob is a Marine enthusiast through and through and has a beautiful Ultramarines army that I've featured on this blog in several past Battle Reports. This time around the Smurfs are preparing for LVO which I unfortuantely won't be attending but I'm certainly up for helping anyone test for a large event.

My own army continues to be in shambles with the arrival of the Demon Codex. I found out this week that Horticulous Slimux, a lynch-pin of my new strategy, is 165pts which is a lot more than I was hoping. This led to a total re-tool that will be ongoing for quite some time, I was not able to get him in with the other elements I wanted and preserve 15 Obliterators. Oh well, a changing meta is a healthy meta. For this game I just made up a list at work so it's VERY rough, but I may be onto something with the build.....

Because we played two games and they were both very short (spoilers!) I'm going to do a higher level analysis of them and go into detail about the discussions me and Rob had before, during, and after the games. This was a pure learning game, my army is over half proxies and Rob used some proxies as well. So if you like the nitty-gritty of Battle Reports this might be a tad boring but if you like game theory and learning from play then this should be worth a read.


Chaos

Spearhead Detachment

Death Guard Chaos Lord w/ Power Maul, Stormbolter (Warlord w/ Arch-Contaminator)
World Eaters Warpsmith w/ Stormbolter, Brass Collar of Borghaster

Plagueburst Crawler w/ 2x Plaguespitter, Heavy Slugger
Plagueburst Crawler w/ 2x Plaguespitter, Heavy Slugger
Plagueburst Crawler w/ 2x Plaguespitter, Heavy Slugger

Spearhead Detachment [Alpha Legion]

Chaos Lord w/ Jump Pack, Storm Bolter, Powe Axe, MoN

3 Obliterators w/ MoN
3 Obliterators w/ MoN
3 Obliterators w/ MoN
3 Obliterators w/ MoN

Battalion Detachment

Horticulous Slimux (Fleshy Abundance)
Poxbringer (Miasma of Pestilence)
Poxbringer (-1 Toughness Power)

3 Nurglings
3 Nurglings
3 Nurglings

Feculent Gnarlmaw (Reserve Points)


This list is very rough and has some miscellaneous upgrades just to fill out points until I can actually get the Demon Codex and know what's what. The main Objective is an aggressive mid-field army that cannot be pinned down because of the Gnarlmaw, allowing my Oblits and PBCs to Fall Back and keep shooting. The Oblits also go to a 0+ Armor Save meaning you need AP3 before they even start caring, on top of Alpha Legion. This is very important since the army is extremely elite and I have to control 2/3rds of the table or I risk getting punked on Objectives.

At the time of writing this (January 9th, 2018) I believe Slimux is a Psyker but I'm not sure, we played him as one. Since I have an all Nurgle Detachment I get the Locus of Virulence which allows my Oblits and PBCs to do an extra Damage on 6's to Wound, a small bonus but a good once, especially against Primaris. Unfortunately I forgot it both games since I had never played this list before and it's all super new, I now have index cards to remind me of all my various effects.

For this game I'm looking to drop the heavy weapons and keep Guilliman busy, the rest of the army does nothing to me. Also my list is illegal which I did not know for this game, the Warpsmith cannot have a Relic since I do not have Chaos Space Marines Warlord, I have a Death Guard Warlord. This has been rectified in my revisions.



Ultramarines

Battalion Detachment

Primaris Captain w/ The Shield Eternal
Primaris Librarian

5 Intercessors
5 Intercessors
5 Intercessors

10 Reivers w/ Bolt Carbines

10 Hellblasters
Repulsor w/ Twin Lascannon, Las-Talon, 5x Fragstorm Grenade Launchers, Ironhail Heavy Stubber

Xiphon Interceptor

Super-Heavy Auxillary Detachment

Roboute Guilliman


Rob has always played Primaris even though it's obviously a much weaker army than you could normally make, especially for Ultramarines as Bobby G wants as many guns on the field as he can get. It's fine to work within limitations as long as you acknowledge them and Rob's goal is to make this list the best he can within the confines of all Primaris and Ultramarines as the Chapter.

Despite being all Primaris the army is quite well rounded. He has a lot of anti-Tank, more than most Primaris armies, and the Repulsor can just erase whole Infantry squads each turn thanks to Guilliman. The army is also a soft skew as small arms fire isn't that good against Primaris who will often be in Cover, never have Morale issues, and have multiple Wounds. I'm not a fan of the HQs since the Captain does nothing but act as a Deny the Witch bot and Space Marine Librarians are among the worst Psykers in the game when you consider their cost, lore, spells cast/dispelled, etc. On the other hand I quite like Reivers and consider them to be under-rated as an Objective bully, although with the Chapter Approved cost reduction they may have been muscled out of that role by Inceptors.



Pre-Game

Mission
Seize Ground

Deployment
Frontline Assault

Chaos Secondaries
Kingslayer (Guilliman), Old School, Headhunter

Ultramarines Secondaries
Old School, Headhunter,Big Game Hunter


Our table was setup in a very familiar fashion to those that watch ITC Events, two large L pieces in the center and one Ruin in each corner. As I said Rob is testing for LVO where this setup is likely to be on many, if not all, of the tables at that tournament. Overall Frontline Assault is bad for me since I want to keep distance between myself and the Ultramarines, double tapping Plasma and Guilliman will really hurt. I also don't have much room to hide, normally the L pieces are bigger but we worked with what we had.

As you'll see I have three Rhinos as standins for the Plagueburst Crawlers, empty bases for Nurglings, and a flight stand for Horticulous. The two Skaven models are the Poxbringers, again I apologize for the amount of proxying, I have purchased several of these models so hopefully my games this weekend won't be so unsightly!

I dropped the Nurglings onto the right center and right back Objectives as well as the left center. In hindsight I should have put two units on the right-center and ran one onto the right-forward Objective, they'd be basically impossible to attack unless the Xiphon feels like going over there and that's a win for me. I'm also too far up, Rob is going to have to come and get me so I should be playing the back table edge with my tanks. For his part Rob castled up hard, which his army usually has to, although I think putting one Intercessor unit on the other Objective in his Deployment Zone would have been a good idea. The Repulsor is also a bit exposed, I believe he put that there before all my tanks went down though so at the time it wasn't definitive if he had to be aggressive or not.

Rob won the roll for first turn and took it, I attempted to Seize but failed. Fortunately my army is fairly robust so I was hoping I could weather the storm but Guilliman definitely makes things a big more dicey.







Game 1 - Round 1

Rob started out with some good results as his army moved up, largely between the two buildings and around the left flank. The Reivers came in on the left with LoS to my Nurglings on the left Objective although nothing else was able to see them without Advancing. The Librarian was not in range to Psychic Fortress the Reivers so opted to do nothing. Shooting went very well as I lost a full Plagueburst Crawler but it took everything the Ultramarines had to down it, luckily for me it didn't Explode which with my Deployment was definitely an issue. My unit of Nurglings also lost two models but the last guy stuck around. The Reivers then made it into the leftmost PBC, losing a model to Overwatch, and we did nothing to each other.

At this point Rob only had one Objective and had only killed one unit which I felt started me off on a good foot for the Scenario game.

On my Turn I shuffled the Characters to get ready for a Charge on the Reivers but I did not Fall Back with the Plagueburst Crawler. I did think about it and I should have but in the moment I chose not to. My Gnarlmaw went down where my tanks already were as I wanted to play defensively and the Obliterators came down right on it, a bit to the right because of the Reivers. In my Psychic Phase I was able to -1 Toughness the Repulsor and put Miasma on the rightmost Plagueburst Crawler, I also put a Smite into the Reivers for one wound.

Shooting was brutal and I killed the Repulsor and all but one Hellblaster who had a wound taken, one also died in the wreck. This left only Guilliman and the Xiphon as real threats and would also force Rob to burn two Command Points to keep the Hellblaster around, which he did. In Combat I rolled very badly despite Charging with Slimux, the Warpsmith, and the Death Guard Chaos Lord, only killing one. In return I took no damage. I also failed to finish off the Hellblaster during shooting despite putting all my Combi-Bolters into him and the available Plagueburst Crawler.

At the end of the round I'd only killed one unit because of that last Hellblaster but I did control more Objectives. Not quite the Scenario lead that I wanted but it was a good start and with Rob's limited model count and placement he'd be hard pressed to get more than 2 Objectives the rest of the game.











Game 1 - Round 2

Being down in attrition Rob made a go of it and pushed the Xiphon right in my face and Advanced Guilliman, after checking the Charge distance without an Advance it'd be very long even with Veil of Time, which I would do all I could to stop. The Reivers Fell Back as the rest of the army jostled forward but not too far to commit.

I was able to stop both Psychic Fortress and Veil of Time from going onto Guilliman, unfortunately I couldn't Deny the Witch with the Warpsmith. Shooting again went well for Rob as I failed a ton of saves and he put 9 Wounds on the -1 to Hit Plagueburst Crawler, although I'm not sure why he shot that one. My Warpsmith also took a wound from Intercessor/Reiver fire but his 2+ Save largely held, I also lost the last Nurgling but still have 3 Objectives to Rob's 2.

On my Turn I moved everyone towards the Xiphon and Guilliman as those models dying would decide the game. A few Smites went into the Xiphon and I healed the tank for one wound, overall nothing too important. Shooting went very well as my Obliterators rolled consistent 2-3 Damage, killing the Xiphon and Guilliman as Rob was swamped with 3++ Saves. A remaining unit of Obliterators took a chunk out of the Intercessors on what was once my Objective and the tanks were able to finish that unit off as well as put a hurting on the Reivers with Flamers.

At the end of the Shooting Phase Guilliman did not get back up, even after a re-roll, and I was able to finish off the Reivers with more Charges. My Warpsmith also Charged the lone Hellblaster who killed himself with in Overwatch. With that we called the game as Rob only had the Captain, 10 Intercessors, and a Librarian left against essentially my whole army. In a tournament if we played it out he'd get tabled on Turn 5-6, never scoring any Secondary or Kill Point again and probably only 3 more Objectives for a fairly dismal score.













Post-Game

Me and Rob talked about the game before we played the next one and he felt like he just didn't have the tools to deal with what I brought, which is largely true. Even going first and blowing up a tank couldn't clear me out and Guilliman is the only model who can handle the Obliterators which also puts him in a very dangerous position. In all likelihood even if he'd gotten up he'd chop up one unit then got dropped by Smites and Flamers.

Primaris also really struggle with Objectives and we both agreed the Reivers weren't good enough bullies to help with that. Rob had another list that swapped the Reivers, the Librarian, and the Captain for two Lieutenants, one of each weapon flavor, and 6 Inceptors. That swap had its downsides too but we thought it'd be good to test in the second game, so what's what we did.

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Pre-Game

Mission
Seize Ground

Deployment
Dawn of War

Chaos Secondaries
Kingslayer (Guilliman), Old School, Headhunter

Ultramarines Secondaries
Old School, Headhunter,Big Game Hunter


We decided to use the same table and the same Mission but a different deployment type just to get some variety. This time Deployment was a lot different, Rob was favoring the same left flank as before so I took the right flank. My army has either superior range, on some guns, or Deep Strike so there's no need for me to make it easy on the Ultramarines to get to me. This would also make a Turn 2 Charge from Guilliman pretty much impossible which gives me time to deal with other stuff.

Rob again won the roll to go first but this time I Seized and took the turn. Usually I like going second but as I said Primaris Marines are bad at Objectives and this time I deployed my Nurglings better, leaving a unit to run onto the top-right Objective where the Xiphon is. I was hoping to drop some of the heavy hitters and spare my Plagueburst Crawlers, however I actually deployed them pretty far away and where they'd get cover which helps with the smaller guns. In hindsight I should have gone second and been fine with it.







Game 2 - Round 1

Everything stayed still except Slimux, who Advanced to drop the Gnarlmaw, and the two Heralds who moved to cover the Warpsmith and Death Guard Chaos Lord from the Xiphon. I brought all my Reserves in where most could shoot the Xiphon or the Repulsor, however this was a mistake. I should have used the center building to hide everyone, kill the Xiphon, and then make Rob come to me again. There would have been no way to get anything but the Repulsor in LoS which is unlikely to do much damage hitting on 4's and me with a 3+ Armor Save against Lascannons, then I could have killed it next turn.

In the Psychic Phase I just passed and went to shooting. This was a disaster, I was hoping to repeat what I did last game but without -1 Toughness on the Repulsor, and me getting lots of bad profiles, I barely killed it. I also put a few wounds on the Xiphon but didn't even drop it a profile. My Plague Mortars killed off a few Hellblasters but there were still a lot left even with two dying in the wreckage.

Rob's Turn was moving Guilliman very aggressively forward along with the Hellblasters and Xiphon. The Inceptors came down on the left, between a few Objectives, to try for a Charge in addition to shooting while avoiding the Alpha Legion Trait. Shooting went pretty poorly for Rob as I lost two Obliterators, the Xiphon not having re-rolls and my Cover really helped out and the Hellblasters did most of the damage.

After doing a token wound or two the Inceptors failed their Charge but didn't lose anyone. This put me ahead on both killing units and Objectives since I'd lost nothing and had three Objectives to one, Rob also did not score for Old School whereas I did.











Game 2 - Round 2

I began by backpedaling the Obliterators, I should have Advanced the ones in the front but I did not, it was unlikely I'd need more than 1-2 units to finish the Xiphon off but I need to flee from Guilliman. Once again Smites went into the Xiphon, dropping it to a few wounds where it was quickly finished by a unit of Obliterators. I was also able to get the Hellblasters down to one model again but he continued to prove as unkillable as last game when I re-rolled a Mortar Damage roll, getting a 1 both times. Some leftover shots killed off two of the Inceptors as well.

At this point I made a bad decision and Charged the Obliterators into the Inceptors. My hope was to get 2-3 units in on them which kind of makes Guilliman have to take one of two paths, however I only made one Charge. I then only did a wound but left the unit outside the Gnarlmaw and Chaos Lord re-rolls which is a bad place to be.

On Rob's Turn he moved up with Guilliman, eyeing a Charge, and Fell Back with the Inceptors into my army. Some Intercessors moved up to snag a second Objective but the rest mostly moved a bit to get some incidental shots.

Shooting was a nightmare for me, I lost the entire squad outside of the Gnarlmaw mostly due to rolling 2's on Armor Saves from Intercessors and then lost another two from Guilliman and the Hellblaster. I then caught a huge break as Guilliman failed a 7" Charge with a 3 and a 2, re-rolling the 2 into a 1. This meant I'd get one last shot at him before he hit my lines and he took 3 Damage to boot from Overwatch. This time we split the scoring as I still have more Objectives but Rob had killed two units to my one, again because of that damn Hellblaster.










Game 2 - Round 3

Knowing it was now or never I moved all the Characters up as I intended to drop Guilliman at least once and also finish the Inceptors to solidify my Objective dominance. Again the Obliterators moved back, somewhat pointlessly to be honest although it would at least have Guilliman force a split again.

Smites were able to weaken Guilliman and I then finished him off with my Obliterators thanks to dual 3 Damage profiles. The Plagueburst Crawlers finished the Inceptors off and dropped an Intercessor as well as the last Hellblaster, giving me a pretty commanding lead in the kill more scoring. This time Guilliman did get back up, without a re-roll, getting 4 Wounds.

On Rob's Turn he moved Guilliman up to Charge and stuck to his Scenario positioning. Shooting did nothing but Guilliman Charged in and killed two Obliterators with his sword.

At this point the writing was on the wall, I killed Guilliman with Smites and wiped out the unit of Intercessors that had moved up thanks to the tanks. Again Rob would likely never kill anything and I'd just shell his army while running around with Smites and so on so we called the game on the top of Turn 4.









Post-Game

Me and Rob talked both games over and we agreed the Inceptor version is the better version. While the Lieutenants are pointless Battalion fillers the Inceptors add so much firepower and Objective play that it's worth it. As I pointed out, Deny the Witch isn't even very good against most Psychic armies. Eldar can get big casting rolls with re-rolls or Strategems plus they often stay in the back, Magnus does not usually get dispelled, and Ynaari have the girl with +1 to rolls and they also stay in the back. The Captain is pretty pointless just like the Lieutenants and the Librarian is shackled with the worst Lore in the game so why bother?

I don't know how I feel about this list, I may try some other things out. The Plagueburst Crawlers are good but shine when you super spam them with other things that do not work in this list. I may go back to one big Cultist unit but fill up on Nurglings to lower my overall points but still have that screen. The -1 Toughness Psychic Power really helps Cultists as they now do stuff against T4-6 and Veterans of the Long War can help that even more. I'd also probably be able to get the Sorcerer back in, who while not amazing, is good against AdMech/IG with the Cultists and helps with certain models should Death Hex resolve. I'm also considering a giant unit of Pink Horrors since their gun got an extra shot (when in a horde) and they can get +1 to Wound. Accuracy is an issue for them but they can be summoned/deep struck to prevent any shoot first shenanigans, which is kind of my armies theme. The only issue with that is I'd be relying heavily on Nurglings to keep my Characters alive which can backfire against certain armies, usually those with Fliers.

Something I badly need to test is dropping Slimux for two Gnarlmaws and a Poxbringer (Herald of Nurgle). This would limit me in terms of the Obliterators range which can be punished by long range shooting and correct deployment, it also sucks in any longways deployment type. Paying for the Slimux and a tree is over 200pts in an already elite army and Slimux does very little else that I care about. He's a decent melee piece and I believe a Psyker, if he can cast/know two Powers that would be a tip in his favor. I don't care about the Beast of Nurgle buffs as those models are incurably bad.

Overall I'm looking forward to tinkering with this list, Chaos has so many little synergies that you can put in. I'll likely test a change this week since it's less proxies and I want to see how well it works:


Poxbringer
Poxbringer

3 Nurglings
3 Nurglings
3 Nurglings

Gnarlmaw
Gnarlmaw


Chaos Lord w/ Jump Pack
3 Obliterators
3 Obliterators
3 Obliterators
3 Obliterators
3 Obliterators


Herald of Tzeentch
Warpsmith

30 Pink Horrors
3 Nurglings
10 Brimstone Horrors


See you next time!