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Showing posts with label GF Army List. Show all posts
Showing posts with label GF Army List. Show all posts

Thursday, December 3, 2020

Grimdark Future: 'Fluffy' Prime Brothers Lists, Part 2

A continuation of the last post, with Primaris Space Marine-themed lists for Grimdark Future.

Blood Angels: Reivers Assault

Not even Primaris retcon could truly
undo their struggle and greatness.
Detachment: Blood Brothers
The introduction of the Primaris Space Marines raise an interesting question about the nature and the future of the Blood Angels. The Ninth Legion was defined by a particularly odd yet potent gene seed which could transform even the dregs of humanity into beings of angelic beauty and deadly ferocity. The Blood Angels have always been defined by their lineage and curse, first as corpse-eating ghouls with a blood thirst during the Great Crusade and later as cursed with the genetic memories of Sanguinius. To be a Blood Angel (and all their descendants) is to be both blessed and cursed; blessed with great vitality, beauty, a long lifespan (even by Space Marine standards) and potentially even great psychic potential of some rumors are believed. The downside is the risk of losing oneself and becoming a maddened, blood-craving monster. Primaris Space Marines, when introduced, were said to lack gene seed defects.

While this is no longer completely true it now raises a different questions. If one goes by the idea they are flawless then it weaken the struggle of the Blood Angels. If they retain the same flaws, then it mean Cawl's work failed. Or, perhaps, is the Blood Angel nature just fundamentally dualistic? Is the Imperium (and the audience) looking at Sanguinius' sons the wrong way? Are our strengths and flaws intertwined and something we must manage and accept as a fundamental part of who we are without letting them consume us? Almost got philosophical there, lets go back to space pew pew and little plastic dudes.

Captain Chaplain [1] (135pts)
Energy Hammer & Flamethrower Pistol
War Chant
+Furious

Psychic [1] (155pts)
Energy Sword & Flamethrower Pistol
Psychic (2)
+Furious

Assault Squad [5] x2 (470pts)
1x Plasma Pistol & CCW
4x Pistols & CCW
Veteran Infantry
+Furious

Raider Squad [10] x2 (1060pts)
8x Heavy Pistol & CCW
2x Heavy Pistol and Energy Hammer
Orbital Deployment (Ambush)

Jetpack Squad [3] x2 (370pts)
+Furious

Heavy Anti-Grav Destroyer Tank [1] (790pts)
+Very Fast

Tactics: The Primaris list isn't very melee-oriented by Space Marines standards. They are also quite lacking in 'normal' jump pack troops, which changes the Blood Angels playstyle quite a bit. Instead, the role of Ambush cqc troops is taken by the Raiders Reivers, who can chew through soft infantry quite easily while the jump pack role is taken by the more range-oriented Jetpack squads. One of the two veteran Assault squads can be mounted inside the Grav-tank. They are identical so it depend if either the Chaplain or the Librarian is more needed at the frontline.

Dark Angels: Deathwing Reborn

Not gonna lie these looks pretty
decent.
Detachment: Dark Brothers
Introduced in 9th edition, the Bladeguard Veterans are the first 'true' veteran units of the Primaris army list, not counting veteran version of the Intercessor. Where the previous Primaris wore simplistic, even modern-looking power armor, the Bladeguards have reversed this trend by returning to the gothic knight theme and flowing tabards. Their baroque armor and shields are relics, although how exactly that works when most Primaris gear is relatively new is unclear. Perhaps these were pre-existing chapter relics reforged and reshaped to fit the new size of the bearers? There is some interesting lore there but Games Workshop hasn't really done much about it.

For the Dark Angels, the Bladeguard Veterans are those lucky few Primaris who have made it into the 'Inner Circle' and told the truth of the Dark Angels. Inducted into the Deathwing, they break the tradition of this brotherhood by going into battle without Terminator armor. Its clear this ancient tradition is in a bit of an awkward spot until Cawl decide to find the 'enlarge' button on the Terminator STC templates. For now, Bladeguards and Gravis armor will have to suffice.

Captain Bladeguard Ancient [1] (150pts)
Plasma Pistol & Energy Sword
Combat Shield
Ancient Banner
+Grim

Captain Chaplain [1] (150pts)
Shred Pistol & Energy Sword
Combat Shield
War Chant
+Grim

Judge [1] (125pts)
+Grim

Guard Squad [6] x3 (930pts)
+Grim

Aggro Squad [6] x2 (1580pts)
Grenade Launchers
+Grim

Tactics: These aren't Terminator but they will have to do. Assign a hero to each Guard Squad, each with their own specific use. The Ancient has Fear, the Chaplain boost the melee and the Judge has a Deadly melee weapon to kill enemy heroes. This is a short range army, primarily using pistols and the longest range on a weapon is a mere 18"  on the gauntlets and grenade launchers. That mean get stuck into melee and fight to the bitter end. Shield Wall makes units harder to hit and the Aggro Squad has Tough on top of the 'Prime' rule the entire list has.

Space Wolves: The Hunt Reborn

"The Space Wolves are incredibly
uninspired."
-Rogal Dorn
Armies: Prime Brothers+Wolf Brothers
If the changes to Blood Angels induced by Primaris was at risk of changing their fundamental nature and entire narrative potential, then the Space Wolves by comparison are suffering from a loss of identity when it come to their chapter organization. Space Wolves in the modern era were defined by a very unique and slightly silly concept of being organized in wolf packs which were never changed, dwindling in numbers as Space Wolves undergo casualty and changing battlefield roles as the members grew older. They began as impetuous Blood Claws (loosely speaking Assault Squads+Scouts analogs), matured into Grey Hunters (Tactical Squads) and finally became Long Fangs (Devastator Squads), with Wolf Guards as a cross between Veterans and Honor Guard. The more varied, weirder, Primaris squads completely broke this setup and Games Workshop doesn't seem like they want to bother with the older, more unique lore.

This list tries to merge the old lore's thematic with the newer Primaris units. It isn't perfect, but it may somewhat fit the Space Wolves nonetheless: veteran Intercessors would be the closest to the old Long Fangs, either in nature or simply through Long Fangs which cross the Rubicon Primaris to ascend to skubmarine Primaris status.

Captain [1] (165pts)
Precision Rifle & Energy Hammer
Precision Shots
+Counter

Raider Squad Blood Claw Reivers [10] x3 (1500pts)
8x Heavy Pistols & CCW
2x Heavy Chainsaw Sword
Grapnels (Strider)
+Counter

Prime Brothers Primaris Long Fangs [5] x2 (620pts)
1x Precision Rifle & Energy Sword
1x Heavy Machinegun
3x Precision Rifle
Veteran Infantry
+Counter

Wolves [5] x4 (680pts)

Tactics: Space Wolves are smarter than what most people think of them and this Primaris list plays up to their skills as hunters and their enhanced senses. The core of the list are Reivers with Strider, allowing the to ignore the negative effects of difficult terrain, which should be used to the Space Wolves advantaged when combined with their solid counter-charge mechanic. To dare to charge the sons of Russ should invite death and make the enemy dearly pay. The rest of the army exist to pin the enemy in place or further deny them movement. Do note that this army decides to avoid the low activation problem of Prime Brothers by fielding small wolf packs which can harass the enemy. They aren't very durable but can harass just fine.

Saturday, October 17, 2020

Grimdark Future: 'Fluffy' Lists, Odds and Ends

Some miscellaneous lists for Grimdark Future, which don't really fit or belong in a larger thematic post as well as additions to previous posts centered on specific factions. As usual these are 3000pts for the game Grimdark Future and are non-competitive lists, meaning they do not fit the restrictions of competitive play.

Necrons: Destroyer Cults

List: Robot Legions
DESTROY
The Destroyer Cult is a massive expansion of the concept of Necron Destroyers, which once used to be simply a variation of Necrons with a skimmer body, carrying heavy weapons. The Destroyer Cult is what happen when higher ranked (and thus more intelligent and self-aware) Necrons become utterly consumed by the urge to kill and destroy even by the omnicidal standards of their race. Destroyers are modified and augmented into stronger forms more directly optimized for utter destruction which come in an ever increasing variety these days to the point an all-Destroyer army is now viable.

While they are powerful, the other Necrons somewhat dislike them as Destroyers have a bit of a bad habit of causing more damage than what their master may desire. This can even get to the point that their destruction could actively sabotage the greater plans of the Necron Overlords. It is safe to say that, while Destroyers usually win the battle they sometime risk costing the war.

Tri-Scorpion Overseer [1] (235pts)

Tri-Scorpions [3] x2 (680pts)
2x Twin Armblades
1x Heavy Armblade

Annihilators [3] x2 (870pts)
2x Gauss Cannons
1x Heavy Gauss Cannon

Heavy Annihilator [1] x2 (600pts)
Exterminator Cannon

Tri-Scorpion Pistoleer [1] x2 (440pts)

Tactics: Elite armies are always difficult to play and this list is no different. The closest the list has to basic units are the Tri-Scorpion, with one squad led by their Overseer. These all-melee (except the Overseer, he has a gun) are quite powerful but lack in versatility beyond just getting into melee and wrecking stuff. The different types of Annihilator are the main ranged units and their function varies, with the basic type having one anti-tank weapon for squad while the heavies carry anti-infantry with Blast. In both cases they use Ambush and should be deployed accordingly. Finally, the pistoleer are close range anti-infantry, each packing six guns and the relentless ability.

Tyranids: Hive Fleet Nidhoggr

The Balor Hive Tyrant
List: Alien Hives
Hive Fleet Nidhoggr is a creation of /tg/, back when the board was any good and not consisting of nothing but shit stirring. Taking a break from creating Space Marine chapters, people worked in creating a Tyranid Hive-Fleet. While the army is infamous for endless horde of lesser creatures, this one diverge from the usual spam of lesser life forms to focus on the really fun part of Tyranids: the monsters.

Hive Fleet Nidhoggr evolved two things in its bioforms: increase size and mass combined with a love of all form of fire, with matching resistance built into their biology. These Tyranids launch spores which burrow themselves into the planet's crust, only to later disgorge the massive, smoldering Tyranid bio creatures, each a towering inferno of rage and flame. This, combined with the inevitable tectonic damage, has given the Hive Fleet a reputation as true eater and breakers of worlds.

Hive Lord Balor Hive Tyrant [1] (430pts)
Whip Limb and Sword Claw
Heavy Bio-Carbine Bio-Flamer
Bio-Recovery (Regeneration)

Tyrant Beast [1] x2 (1120pts)
Bio-Minigun
Serrated Claws
Bio-Recovery (Regeneration)

Flamer Beast [1] x3 (555pts)
Serrated Claws

Veteran Warrior [1] x2 (290pts)
Serrated Claws
Whip Limb & Sword Claw
Wings

Hive Warriors [3] x2 (480pts)
Serrated Claws
Whip Limb & Sword Claw
Wings

Tactics: This is an elite all-monster army and boy is it a shooty one, too. The weaknesses often found in such a limited army are (somewhat) alleviated by the sheer firepower and number of attacks stacked on several of these creatures, making use of Serrated Claws to increase the number of attacks in order to dispatch any mass of infantry that may get into melee while the guns are equally adept at keeping the enemy at bay in a hail of bio-plasma, flame and whatever else these bastard regurgitate. The closest this list has to a base infantry are the flying warriors, who can be either used to claim objective or charge into melee, lacking any guns but being equipped with two pairs of melee weapons; one for anti-infantry and one for anti-tank.

Imperial Guard: Solar Auxillia

List: Feudal Guards
They also looked way cooler.
The Solar Auxillia were, during the Great Crusade, among if not the best non-Astartes fighting force. The Imperial Army, predecessor to the Imperial Guard, had its elite soldiers the same way the modern guard has Stormtroopers and these are the Solar Auxilia. In an era dominated by power armored posthuman, the Solar Auxilia dared to challenge even the might of the Astartes Legion as being some of the best damn soldiers the Imperium of Man had. Compared to the modern Guards they were better trained and better equipped compared to the mere rabble the modern Imperial Guard would look like by comparison.

The 'Feudal Guard' list for Grimdark Future is as close as one can get to remaking the ass-kicking glory of the Solar Auxillia, thanks to their superior skill, armor and much better morale. These guys and gals are better, tougher, with better guns and they are a lot less likely to shit their pants when a daemon start tearing into their ranks.

Feudal General Squad Sergeant [1] x3 (210pts)
Commander

Feudal Guardsmen [10] x3 (645pts)
Feudal Standard (Fear)
Medical Training

Feudal Specialists [10] x2 (540pts)
10x Flamethrower

Heavy Battle Tank Malcador Heavy Tank A [1] x2 (950pts)
Battle Cannon
Heavy Machinegun
2x Heavy Machineguns

Heavy Battle Tank Malcador Heavy Tank B [1] (475pts)
Anti-Tank Cannon
Laser Cannon
2x Heavy Machineguns

Tactics: Know that you rule the firepower game and that only a few armies can truly outshine such a list in terms of firepower. The three basic squads of infantry, while not particularly impressive, are reliable and able to sustain a constant hail of fire, augmented by their hero's ability. In particular the 'Focus Fire' option should help. Meanwhile the two Specialist squads all pack flamethrower ensuring no enemy infantry can out compete you. The true stars, however, are the three monstrous Heavy Tanks. The first type is fairly general-purpose but the last one of the trio is a designate tank-killer.

Bonus: The Megarachnids

List: Alien Hives
Megarachnids handing their asses
to the Emperor's Children
Technically speaking, the Megarachnids aren't Tyranids and as far as we know and aren't remotely related. However the two races are clearly cut from the same mold, both being hive-bade arthropoidal creatures which use bio-engineering to create many different forms and caste (or 'clades' as they were known), all serving a different purpose within the hive and their society. Now the Megarachnids weren't as powerful as Tyranids, having been previously defeated by a Human-Xenos civilization and exiled to a single planet. The Imperium came across that world during the course of the Great Crusade, where it earned the name 'Murder' due to the sheer amount of bloodshed the Megarachnids unleashed on the unsuspecting Astartes.

The Alien Hives list is well suited to represent the Megarachnids as they were in their diminished state upon the planet 'Murder', as even without their more advanced technology each of their warrior clades was a monster filled with razor-sharp limbs able to cut to ribbons a fully armored Space Marine which is no easy feat. These partially organic, partially synthetic limbs were the hallmark of the warrior clade.

Ravenous Beasts [6] x5 (2250pts)
Twin Sword Claws
Tunnel Attack (Ambush)

Hive Warriors [3] x3 (720pts)
Twin Sword Claws
Wings

Tactics: This isn't an optimal army list by any mean, but its very thematic. The army consist of fast, three wounds monsters all with Ambush, representing how the Megarachnids loved to pop out of nowhere from between their weird alien 'tree' and would descend upon Space Marines to cut them to ribbons. With AP1 Deadly 3 a single attack still has a chance to inflict enough wounds to instantly kill a captain or similar heroes, which is the point. A full squad has 36 of those damn attacks so you know someone is going to fail and get brutally maimed, which re-enact what happen in the novel 'Horus Rising'. The flying dudes are similar but they fly, so that's some variety but not much. All Megarachnids do is jump on enemies and create a tar pit of melee violence where they cut and cut and cut.

Friday, October 16, 2020

Grimdark Future: 'Fluffy' Havoc Brothers Lists 2.0, Part 2

We continue the look at a second version of Chaos Space Marines Havoc Brothers for Grimdark Future, this time focused on the 'cult' Legions and units of the four Gods of Chaos, which would be the World Eaters of Khorne, Death Guards of Nurgle, Emperor's Children of Slaanesh and the Thousand Sons of Tzeentch. Each a legion reshaped by their dedication to their baleful patron.

World Eaters: Tides of Fury

MAIMKILLBURNMAIM
KILLBURNMAIMKILL...
Armies: Havoc Brothers+Disciples of War
The World Eaters are a broken Legion, shattered by internal conflicts and a general lack of sanity and coherence. Driven by martial pride and a berzerker rage they fight forever and ever to the pleasure of their patron, the Blood God known as Khorne, the lord of skulls. While normally these long blurbs tend to discuss the Legion's history and themes, this blurb will rather offer a criticism of the World Eaters lore, namely that they have severely 'devolved' in the lore since the early editions with the Berzerkers going from elite (if unhinged) Assault Troops to basically being often the only thing they have.

This is pretty stupid, as even the Orks, a race entirely focused on violence, have fire support units, mechanics and more to help sustain their war effort while the World Eaters are supposedly all a bunch of drooling morons who can only scream and attack each others when there is nothing in sight. If the World Eaters are truly such degenerated animalistic monsters then their warbands simply cannot sustain themselves post-heresy. Older lore featured mention and concept art of things such as 'World Eater Devastators' (before the name of 'Havocs' was invented for Chaos Marine heavy weapon squads?). While their ban on sorcerers make sense given the Khornate nature it seems extremely silly to think the World Eaters are 100% composed of Berzerkers and nothing but Berzerkers.

Lord of War [1] (165pts)
Heavy Cleaver
Destroyer Armor
Blessing of War

Dark Champion [1] (90pts)
Energy Sword and Plasma Pistol
War Chant
+Furious

Havoc Destroyers [5] (435pts)
5x Twin Assault Rifles and Energy Fist
+Furious

Berserkers [10] x3 (930pts)
6x Pistol and CCW
4x Plasma Pistol & Energy Sword

Havoc APC [1] x3 (720pts)
Assault Rifle+Flamethrower
Havoc Missiles
Spiked Ram (Impact(+3))

Infernal Brute A [1] (340pts)
Brute Fist & Assault Rifle Array
Twin Heavy Machinegun

Infernal Brute B [1] (290pts)
2x Brute Flail

Tactics: The World Eaters excel at close quarter combat and this is a list with the potential to absolutely wreck everything. Assign the Lord of War to his Destroyer squad and watch the enemy crumble as any 2+ roll in melee results in multiple hits from Energy Fists and the Lord's cleaver. The Champion can be assigned to a Berzerker squad and help them generate additional attacks while their designated transport can help deal with infantry masses, since it is able to charge into melee and generate multiple automatic hits while their guns are also geared to counter masses of infantry. Finally, the first Infernal Brute can offer fire support while the other join the melee fun.

Death Guards: Terminal Disease

The funk of forty thousand years
Armies: Havoc Brothers+Disciples of Plague
Before their re-imagining as a moral jovial and comical force, the Death Guards embodied the truly terrible side of Nurgle. Their Legion was a proud one and to see themselves warped and twisted by the Plague God in a moment of weakness has rendered them bitter and almost pathetic. One could easily see their more exultant portrayal as servants of Nurgle as something almost akin to a Legion-wide Stockholm Syndrome, a lie they tell themselves to be able to look in the mirror and see their diseased and twisted forms.

Forget the grinning and the laughter because the Death Guard have not become 'softer' in those ten thousand years. They are still the bitter, hardened veterans of the most dangerous battlefields and this should always be remembered: Mortarion's sons are a toughened lot in body and mind and their diseased, almost undead, bodies have only grown tougher and swelled with Nurgle's foul gifts. The Death Guards can be an extremely serious and terrifying foe, whose very presence (and smell) can render entire battalion of Imperial Guardsmen with warp-tinged fear and any survivor is bound to be sickened and doomed to a slow death, their soul ending in Nurgle's garden.

Lord of Plague [1] (255pts)
Plasma Pistol & Reaper Scythe
Destroyer Armor
Blessing of Plague

Plague Bodyguard Destroyers [6] (590pts)

Plague Destroyers [5] x2 (1150pts)
2x Assault Rifle+Plasma Rifle
2x Assault Rifle+Fusion Rifle
1x Plague Flamethrower & Plague Swords

Plague Brothers [10] x2 (700pts)
8x Assault Rifle
2x Plague Launcher

Plague Walkers [10] x2 (280pts)

Tactics: This is an elite, tanky infantry-only list but it has the potential to seriously cave in the enemy's face. Assign the Lord of Plague to the Bodyguards. These and the two other Destroyer squads are ambush units and can deployed accordingly. Squads of expendable Plague Walkers help the meager infantry selection a bit by increasing the amount of activations to enable a better board presence and control.

Emperor's Children: Warp Amp

Armies: Havoc Brothers+Disciples of Lust
"THIS QUIET OFFENDS
SLAANESH!!"

The Emperor's Children are easily among the worst scum of the Chaos Space Marines. This seems a bit harsh in a faction which include the Iron Warriors and Night Lords but one need to understand and remember that the Emperor's Children have become debauchery incarnate, constantly injecting in their superhuman bodies a level of narcotics that even Astartes physiology isn't designed to handle just to 'feel good'. These drugs are also usually made from people. Basically these whackjobs are injecting themselves human juice made from torture victims, sodomized children, tortured sodomized children and possibly grounded up old ladies.

Does that sound vile? Over the top to the point one is unsure if its offensive or laughable? Good. That's the point. And the worst thing is these demented junkies still see themselves as the great paragon of skill and perfection they were as Astartes when their bodies and minds have been ravaged by a mixture of drugs, the influence of the Warp and a non negligible amount of biological modifications first pioneered by that sick fuck Fabius Bile. To the Emperor's Children nothing is sacred and there is no such thing as 'too much' of anything when it come to seeking pleasure.

Havoc Lord [1] (200pts)
Twin Assault Rifle & Energy Sword Spear
Destroyer Armor
Havoc Tactics
+Fast

Lord of Lust [1] x2 (330pts)
Assault Rifle+Fusion Rifle & Lust Whip
Blessing of Lust

Dark Psychic [1] (125pts)
Assault Rifle+Fusion Rifle & Energy Sword
+Fast

Noise Brothers [10] x3 (1110pts)
8x Noise Rifle
2x Noise Amplifier

Havoc Destroyers [5] (475pts)
4x Twin Assault Rifle & Energy Sword Spear
1x Heavy Flamethrower Noise Cannon & Energy Sword
+Fast

Infernal Brute Sonic Dreadnought [1] x2 (660pts)
Twin Brute Fist & Heavy Flamethrower Noise Cannons

Tactics: This list make use of the fact that Noise Amplifiers in the Lust Brothers list has identical stats to a Heavy Flamethrower to load several units with 'count as' sonic weapons, including a pair of Infernal Brutes to be used as a close enough replacement to the beloved Sonic Dreadnought. As a close range gun-focused list, these units excel at getting close to the enemy and delivering an absurd amount of shots. With their speed, they can still excel at melee due to the advantage of mobility, improving their charge range. Heroes are where this army gets stronger, however, as they have the anti-vehicle/monsters and the buffs.

Thousand Sons: Minions of Magnus

Hashtag Magnus Did Nothing
Wrong
Armies: 
Havoc Brothers+Disciples of Change
There's much to be written about the Thousand Sons: their fall to Chaos is a terrible tragedy which could have been avoided had cooler and more open minded heads had prevailed. They and their Primarch, Magnus the Red, were created with the strongest psychic potential of all Astartes. Some attribute this to some 'mistake' but we have little evidence to think the Emperor did not purposefully engineer these sons of his to be potent Psykers. Unfortunately, fear of psychic powers and the risks of mutation it entail cast a large shadow on the Thousand Sons and their entire history. Ultimately they were damned by Horus' machinations, only for him to essentially claim the legion he had helped destroy and damn as one of his minions, condemning the Thousand Sons to being Chaos Space Marines claimed by Tzeentch.

Never a large legion to begin with, the Thousand Sons are depleted of their ranks by their base soldiers being turned into dust automatons. As a result, a Thousand Sons warband relying on powerful heroes backed by a horde of minions (be it mutant or human) is very much a formation one is likely to encounter. Wreathed in eldritch energies, they use it for both offense and defense.

Sorcerer of Change [1] (115pts)
Plasma Pistol & Energy Sword Staff
Psychic (2)

Change Brothers [10] x2 (720pts)
8x Hexed Rifles
2x Reaper Minigun
Psychic (1)

Support Havocs [10] (650pts)
10x Autocannon

Birdman Sorcerer [1] x3 (225pts)
Psychic (2)

Birdmen [10] x2 (495pts)

Daemon Spawn [1] x5 (650pts)
+Stealth

Tactics: This is very much a spam army, relying on its massive amount of activation to harass the enemy. And what an annoying harassment it is, since everything has Stealth (-1 to hit at ranged)! The squads of mutant beastmen are cheap, expendable yet backed by a Sorcerer to enable to use of Psychic powers. The five Daemon Spawns all have Fast, which can make them good to rush and contest objectives, helping with the harassment. Even if they die it doesn't really matter. Meanwhile, the 'proper' Thousand Son units are the hardy hammer of the army, including a support squad all equipped with the terrifying and powerful auto cannons, which are as efficient at mowing down infantry as much as tanks.

Sunday, July 26, 2020

Grimdark Future: 'Fluffy' Robot Legions Lists, Part 2

Death has come. We continue our look at thematic army lists for the Necrons Robot Legions for Grimdark Future. Where they were once one of the most boring and limited armies, they now possess enough unit variety to be interesting and varied.

Novohk: Murder Up Close

MAIM!KILL!BU- oh sorry, wrong faction.
Generally speaking, the Necrons are very much a 'shooty' army. They have extremely powerful guns and slow infantry after all. That said, the mechanical skeletons should never be underestimated in melee range. For one thing, they are made of regenerating living metal and secondly they do not feel pain or fear. Finally, there is the fact the more advanced Necron types retain part of their memory and knowledge, including that of dueling. The Novohk Dynasty may as well be the 'token melee sub-faction', much like the World Eaters or Blood Angels are to Chaos and Imperium respectively. Hell they are even red in color! These Necrons have an heritage of warfare and bloodshed and being robot skeletons hasn't dulled this one bit.

Tri-Scorpion Overseer [1] (230pts)

Overseer [1] (200pts)
Wrist-Mounted Laser Cannon
War Scythe

Warden [1] x2 (210pts)

Guardians [10] (330pts)
10x War Scythes

Warriors [10] x2 (570pts)
8x Gauss Rifle
1x Flame Caster
1x Fusion Caster

Flesh-Eaters [10] x2 (660pts)
8x Metal Claws
2x Electric Claws

Tri-Scorpions [3] x2 (680pts)
2x Twin Armblades
1x Heavy Armblade

Tactics: Expanding upon the units introduced in the Szarekhan list, this is a melee army to the core. Assign the Tri-Scorpion Overseer to a squad ot fellow Scorpion-bots and the regular Overseer to his Guardians. These are your elite melee units, while the Flayed Ones Flesh Eaters are your melee grunts but keep in mind these have not been upgraded with Ambush. The warriors, the standard unit of any list, exist to primarily provide cover fire. To further bolster the melee prowess of Warriors, a new hero unit (the 'Warden') is assigned to each squad. Alternatively each could be assigned to a Flesh Eater squad if that is more useful.

Nihilak: The Eternal Denial

"Its mine mine mine mine."
The Nihilak dynasty are a bunch of jealous bastards who guard their plundered wealth to the bitter end. They are as salty as any Necron can be salty and dislike giving any inch to their enemy. Initially I was unsure how to represent this in Grimdark Future but after some consideration I decided to build a disgustingly defensive list, which excel at basically not staying down. Offensively it sucks, but that doesn't matter because Nihilak are a bunch of jerks who will bitterly defend themselves. Their main mechanic is centered on using the Overwatch action but, in Grimdark Future, this is an optional and advanced rule.

Technomancer [1] x3 (480pts)
Gloom-Protocol
Regen-Protocol
2x Technoslave

Warriors [10] x3 (855pts)
8x Gauss Rifle
1x Flame Caster
1x Fusion Caster

Snipers [5] x4 (905pts)
Hunter

Tripod Robot [1] x2 (630pts)
Repair Bots (Regeneration)
Reanimator

Tactics: Assign a Technomancer to each Warrior squad, enhancing their regeneration and giving them the Fear mechanic. Your Tripod robots help enhance regeneration as well, allowing the army to keep on ticking no matter what. A set of Deathmarks Snipers wait in ambush until the time is right, at which point they can pop on the battlefield with their extremely dangerous 'Hunter' ability to vaporize priority targets. Use them to deny the enemy any location you see fit. Do keep in mind their squad size is smaller but, if need be, they can be combined to form two squads of ten instead.

Nephrek: Wings of the Deceiver

Shinycrons.
The Nephrek Dynasty is particularly gifted and well-versed in some strange metaphysical knowledge and science, as they possess some particularly impressive abilities when it come to what can be best described as teleportation. The Nephrek seek to become beings of pure light rather than return to flesh and their golden forms, especially those of their Lords, are able to teleport and flicker. Considering the Thousand Sons seek to acquire from them the secret to binding and controlling C'Tan shards and the golden hued finish of these Necrons perhaps they have acquired and jealously guard some power they have extracted from the C'Tan known as the Deceiver.

Nanobot Wraith-Shard C'Tan Shard [1] (490pts)
Psychic (3)

Technomancer [1] x3 (420pts)
Flame-Protocol
Jetpack Teleportation
Bot Master (Psychic (1))

Guardians [5] x3 (720pts)
Jetpacks Teleportation

Hover Bikes [6] x3 (765pts)
5x Twin Gauss Rifles
1x Antimatter Rifle

Doom Tank [1] x2 (550pts)

Tactics: This is another Psychic list, similar to the Szarekhan Dynasty list. The key difference is how it plays. The Szarekhan Dynasty list was akin to a brutal sledgehammer backed by powerful anti-Psychic defenses. The Nephrek list, meanwhile, is highly mobile. Assign a Technomancer to each Guardians squad as both are equipped with Jetpacks and are flying units, ignoring terrain through their bizarre golden, light-infused shapes. Meanwhile, formations of Tomb Blades Hoverbikes move around the battlefield at high speed, ignoring terrain with their Strider ability, backed by a pair of Doom Tanks.

Maynarkh Dynasty: Two-Pronged Warfare

From the Imperial Armor book
series by Forge World.
The nihilistic and destructive (even by Necron standards) Maynarkh Dynasty has grappled with the curse of the Flayer, which transform Necrons into delusional madmen. Well, more delusional than usual, anyway: Necron Flayed Ones believe themselves to be flesh and blood and long for it, which is apparently why they garb themselves in the stolen flesh of living beings. What was once believed to be some sort of grotesque shock unit of the Necrons is in fact a sickness affecting the metal race. This curse has nearly undone Maynarkh but now they are back from the brink and dedicated to the eradication of the Imperium of Man. This will not be a honorable war, no, for the lesser race does not deserve such a fate. And so yet another take on the good old murder-bots emerge from the lore.

Technomancer [1] x2 (250pts)
Flame-Protocol
Bot Master (Psychic (1))

Annihilators [3] x2 (870pts)
2x Gauss Cannon
1x Heavy Gauss Cannon

Flesh-Eaters [10] x3 (1230pts)
8x Metal Claws
2x Electric Claws
Ambush

Warriors [10] x2 (570pts)
8x Gauss Rifle
1x Flame Caster
1x Fusion Caster

Tactics: Maynarkh is a 'combined arms' type of force, combining two distinct halves of a Necron army. It make use of both extremely 'shooty' units with large, heavy weapons while its base troops are the demented Flayed Ones. This army is especially focused around using Ambush to deploy the troops where they are needed. Assign each Technomancer to a Warrior squad: these two squads are the only ones which aren't in Ambush at the start of the game.

Bone Kingdom of Drazak: Flayed Ones Harvest

Snick, snick...snick....snick...
Where Maynarkh was able to fight off the effects of the Flayer Curse, the Bone Kingdom of Drazak succumbed nearly entirely to it. Not much is known about it: not its color scheme, if the Dynasty name is Drazak or if the world is a specific one within a larger Dynasty. What is known is that the planet of Drazak is a tomb world populated by hordes of demented Flayed Ones, safe for their leader who is immune but powerless to stop the curse. When the Flayed Ones gets too hungry, they emerge from their shrouded world located in the Ghoul Stars to harvest the living.

Originally I wasn't sure how to execute a Flayed Ones-heavy army due to the unit limitations but, thanks to some refluffing and some new ideas I was able to create a list composed nearly entirely of some variation of the Flayed Ones. One idea being to model their Wraiths not as the Canoptek type but, rather, the original type of Necron Wraiths which were said to be of a similar nature to the Flayed Ones. Meanwhile, the mutated Immortals (and similar higher ranked Necrons) use the statline of the Skorphek Destroyers but re imagined as multi-jointed giants with large blades of meat cleavers for arms and feets. The Cryptek are the only guys with ranged weapons but they too are a form of Flayed One now, representing some form of mutated and devolved Necron nobility that stand above their Flayed One minions but are themselves afflicted.

Technomancer Flayed Lords [1] x3 (630pts)
Darkness-Protocol
Regen-Protocol

Flesh-Eaters [10] x3 (1230pts)
8x Metal Claws
2x Electric Claws

Robot Snakes Classic Wraiths [3] x2 (740pts)
3x Whip Coil Bladed Implements

Tri-Scorpions Greater Flayed Ones [3] (330pts)
Plasmabot (Rending)

Tactics: The goal of this army is blunt and simple.. These hordes of demented Necrons want to charge the enemy and tear off their sweet, sweet skin. Doesn't matter if its the pink or brown skin of human, the purple hue of Genestealer cultists, the green of Orks or the blue of Tau. Just head into melee and don't look back. Assign a Technomancer to each Flayed Ones Flesh Eater squad to give them Ambush (cost the same as upgrading the regular squad anyway, more or less). These Technomancers also grant enhanced Regeneration, which is good for an all-melee unit that is likely to take a lot of fire.

Friday, July 24, 2020

Grimdark Future: 'Fluffy' Robot Legions Lists, Part 1

Under dying stars orbiting barren worlds, the Necrons awaken. They have slept through the eons and now they are poised to retake the galaxy and/or scour it of all organic life. Legion upon legions of soulless mechanical automaton march, ready to unleash their might upon the galaxy. With the release of a certain boxset adding new units and options it is time to cover the Necrons Robot Legions for Grimdark Future.

Classic Necrons: March of the Undying

Classic Necron art from their original codex.
The classic Necrons (or 'Oldcrons' as some neckbeards like me call them) were a much more serious and eldritch threat than the more personable Necrons of modern lore. Enslaved by the C'Tan star-gods they awakened from their tomb, a silent menace with no weakness, no emotion and no desire more complex than the complete and total annihilation of all life. To a certain extent these Necrons can still exist in more modern lore as demented and degraded Tomb Worlds improperly restored by their regeneration protocols, leaving even their mighty Lords to be nothing but cold dead husks. These are the Necrons at their coldest yet most iconic.

Technomancer Necron Lord [1] (150pts)
Regen-Protocol Orb of Resurrection

Eternals [10] x2 (600pts)

Warriors [10] x2 (520pts)

Bot Swarms [6] x4 (960pts)

Death Fortress [1] (770pts)
Repair Bots (Regeneration)

Tactics: Cold and cruel, this list has the tactical subtlety of a drunk ork with a sledgehammer. It only make use of 'classic Necrons' units and use them as nothing but a wave of unfeeling, undying infantry that slowly advance and gun down the enemy. The only exception to this is that, rather than a Necron Lord Overseer, a Technomancer is used to enable the lord to carry the iconic Resurrection Orb. Backing this simple and effective infantry line is their transport and heavy guns all rolled into one: the iconic Necron Monolith, towering over the battlefield. Keep in mind this list lacks any Deadly weapon and relies on raw numbers.

Sautekh Dynasty: Ruthless Conquerors

Oldcrons 2.0
The Sautekh Dynasty has pretty much become one of the 'default' Necrons, much in the same ways Black Legion is used to represent Chaos or Ultramarines represent Space Marines. Their colors are somewhat of a natural evolution or 'expansion' of the old classic 'grey Necrons'. The largest and most powerful dynasty, the Sautekh are ruthless conquerors and their Dynastic abilities focus on using heavy weapons while advancing which further seem to indicate they indeed are an evolution of the 'Oldcrons' tried and true method of ruthlessly advancing and shooting the crap out of everything.

Annihilator Overseer [1] (295pts)
Wrist-Mounted Laser Cannon

Overseer [1] (190pts)
Wrist-Mounted Laser Cannon

Warriors [10] x2 (540pts)
8x Gauss Rifles
2x Flame Caster

Eternals [10] x2 (660pts)
Flux Rifles

Annihilators [3] (435pts)
2x Gauss Cannon
1xHeavy Gauss Cannon

Death Fortress [1] (770pts)
Repair Bots (Regeneration)

Tactics: This list is an evolution of the Oldcrons list, trading in the masses of expendable scarabs for a more detailed and complex army with greater variety. The Warriors and Immortals Eternals are well suited to gunning down infantry masses, rather than just being used as a general purpose shooting range. Deploy the Destroyers Annhilators from Ambush to attack any tank or walker formation.

Mephrit Dynasty: Incandescent Power

Unleash the power of the sun!
The Mephrit Dynasty specialized in harnessing the power of the sun or destroying them. Their weaponry is powered by this very solar energy, which they once used to destroy their enemies at the behest of the Silent King. That's mostly what we got as lore on these guys, for the most part, despite now being one of the major dynasties in Necron codices. Still, they look cool with their glowing orange weapons powered by solar energy, which is used to destroy even the toughest armor. These are the Necrons with the biggest guns and shouldn't be screwed with.

Overseer [1] (190pts)
Wrist-Mounted Laser Cannon

Technomancer [1] (125pts)
Bot Master (Psychic(1))
Solar-Protocol

Guardians [5] x2 (320pts)

Warriors [10] x3 (900pts)
8x Gauss Rifle
2x Fusion Caster

Doom Tank [1] x3 (825pts)

Support Platform [1] x2 (560pts)
Flux Cannon and Twin Flux Cannon

Tactics: These Necrons are packing some serious firepower: where other lists were lacking in Deadly weapons these guys are the opposite, with each Warrior squad packing high AP and deadly weapons to dissect any tough target. The pair of Support Platforms, meanwhile, can rain down a hail of flux weaponry to soften or even outright kill softer infantry. assisted by a trio of 'tanks'. New to these list is the addition of a proper Technomancer who function identical to a Psychic, greatly expanding the list versatility. Assign each Hero to a squad of Guardians to give them an 'honor guard'.

Szarekhan Dynasty: Armies of the Silent King

Szarekh is here to make Necrons great (and terrifying)
again!
Introduced properly in the 9th edition boxset, the Szarekhan Dynasty are the minions of the Silent King, last true ruler of the Necrons. According to whatis currently known, they are quite powerful and bring with them some new units, which may have been awakened by the Silent King to bolter the Necron forces. They also apparently know how to use and manipulate the powers of Blackstone to counter the hated energies of the Warp and Psykers. While I loathe much of new 40k lore (Primaris are quite stupid), these new Necrons do look quite kickass and I have no issue with the Szarekhan Dynasty joining the fight.

Tri-Scorpion Overseer [1] (230pts)

Nanobot Wraith-Shard C'Tan Shard [1] (490pts)
Psychic (3)

Technomancer [1] x2 (270pts)
Gloom-Protocol
Bot Master (Psychic (1))
2x Technoslaves

Warriors [10] x2 (540pts)
8x Gauss Rifles
2x Flame Caster

Eternals [10] x2 (660pts)
Flux Rifles

Tri-Scorpions [3] x2 (710pts)
Rending

Tactics: What's this, a Psychic-heavy list for Necrons? Blasphemy! Well, not really. This is a fairly standard Necron list but it is augmented with not one but three hero units and a C'Tan shard. Assign the Scorpion Overseer to a squad of Scorpion guys and each Technomancer to whatever squad is best suited for them. Not only are they Psychics but they receive a +1 at countering enemy spells. Unlike the previous list there is more melee, with the Scorpion lads being able to get into melee range and cut down enemies. Using the Star Bots (-1 enemy melee) and Assault Bots (can move units) power can help these Scorpion lads to dominate despite their small squad size.

Tuesday, June 9, 2020

Grimdark Future: 'Fluffy' Machine Cult Defilers Lists, Part 2

The last post barely scratched the surface of the potential horrors which the Dark Mechanicum could unleash should it be fielded as an army in Grimdark Future. Fire up the dark synthwave mixes because, once more, we will delve into technological terrors as the Machine Cult Defilers list is combined with a second list to forge monstrosities of mad science and warp-fueled abominations. Without the limitations of religious dogma, the Mechanicum is free to explore the darkest areas of knowledge and can push their engineering of machinery, flesh and mind to untold heights further corrupted by the powers of Chaos.

Dark Mechanicum: Heirs to Mars

Art by the legendary John Blanche.
Armies: Machine Cult Defilers+Machine Cult
This was a fairly obvious choice, to combine the two Machine Cults list into one, enabling the Dark Mechanicum to be restored to its former glory as it wield artifice to rival, nay, surpass these dogmatic fools on Mars who believe themselves to be the 'True Mechanicum'. The Dark Mechanicum, after all, call itself the 'New Mechanicum' as well and see themselves as both the true heirs to the Martian quest for knowledge and its superior replacement, unshackled by restrictive dogma and fully enlightened to the dark powers of the Warp and what gifts it can offer.

Defiler Lord [1] x2 (410pts)
Combustion Blaster
Hover Throne with Combustion Blaster

Sect Chief [1] x2 (230pts)
2x Sonic Blades
Metal Spikes
Canticles

Sect Infiltrators [10] x2 (1000pts)

Tripod Walker [1] x6 (1320pts)
Twin Autocannon
Taser Lance

Tactics: Unlike the more 'shooty' Mechanicus list, this one has a lot of potential for some serious melee damage despite packing some serious guns. This is in reference to how Chaos Space Marines tend to be a bit more melee-focused than their Loyalist counterparts. Assign each Sect Chief to a matching squad and use the Canticle buffs, primarily +3" movement and +1AP in melee to further buff these already deadly units. Tripod Walkers, meanwhile, will harass the enemy at both range and in melee thanks to Impact and Fear.

Khorne Adepts: Cyberdaemons, Rip & Tear!

More John Blanche, damn it!
Armies: Machine Cult Defilers+Wormhole Daemons (War)
Obvious Doom reference aside, this list represent a Khornate sect of Dark Adepts who have summoned and bound ranks upon ranks of Khornate Daemons, binding them to servitors or using rituals to summon them into the material world. Even the base troops of these Dark Mechanicum are equipped primarily for melee combat. Forget the 'art' of war. This is bloodshed. This is mayhem. This is what war truly is, with industry and knowledge turn to the art of mass butchery. Go forth. Go forth and build the ultimate weapon. And kill. And kill. Khorne cares not from where or how the blood flows, only that it does.

Defiler Priest Blood Priest [1] x2 (160pts)
2x Heavy Halberd
Techno-Horror

Defiler Stalkers [10] x2 (660pts)
10x Twin Sonic Blades
Brain-Tendrils

Brutalizer Secutors [6] x2 (880pts)
6x Single Combustion Blaster

Blood Warriors [10] x2 (580pts)
Heavy CCW

Cannon Chariot [1] (250pts)

Carcinax Walker Daemon Engine of Khorne [1] (330pts)
4x Heavy Claws

Tactics: Get into melee and kill, kill and kill some more! This list is very melee-focused, as one would expect a Khornate list to be. In particular most melee weapons in this list are high AP meaning they are quite well equipped at ripping apart even the toughest of Space Marines. The Daemon units all have Ambush so all they have to do is pop right where they are needed. The Dark Priests are each assigned to a squad of Stalkers to grant them Fear and help inflict further mayhem in melee. Finally the Brutalizer Secutors help provide a tiny bit more firepower but, obviously, they too are monsters in melee.

Tzeentch Adepts: Techno-Sorcery

Artist unknown.
Armies: Machine Cult Defilers+Wormhole Daemons (Change)
Opposite to Dark Adepts dedicated to Khorne's craft of war and destruction would be adepts dedicated to Tzeentch. Presumably these mad adepts would see the world very differently than most, even possibly other Dark Mechanicum, as the domains of Tzeentch are those of madness, change and sorcery. In their hands the knowledge of the Mechanicum become ever more twisted, confusing, baroque and tinged with a level of mysticism which would make even the basic cargo cult antics of the regular Mechanicus blush.

Champion of Change Techno-Sorcerer [1] (415pts)
Great Magic Bolt
Psychic(3)

Defiler Lord [1] x3 (720pts)
Hover Throne with Laser Cannon
Psychic (1)

Defiler Priest [1] x3 (810pts)
2x Combustion Blaster Fiery Blasts and Heavy Staff
Psychic(1)

Defiler Vigils [10] x3 (570pts)
8x R-Carbines
2x Flamethrower

Flame Chariot [1] x3 (435pts)

Tactics: This list is, unsurprisingly, very heavy on Psychics, boasting a staggering seven psychic heroes. However, it is assumed the Dark Priest Lords, on their Hove Thrones, are not joined to any squad given the size of their model. They are quite powerful but also priority target from the enemies and should be kept away from masses of enemy infantry. Unsurprisingly for a Tzeentch list, its also quite heavy on the flame weapons so expect to roll a lot of dice as the enemy gets torched. Just pop those big chariots near enemy lines and set the whole world on fire.

Monday, February 10, 2020

Grimdark Future: 'Fluffy' High Elf Fleets Lists, Part 1

A focus on xeno scum this time around, with thematic lists for the 'High Elf Fleets' of Grimdark Future which are absolutely, totally not Eldars! Beside, Games Workshop call them Aeldari now. See? Legally distinct! In any case these fit the standard pattern for my fluffy lists, standing at up to 3000pts and trying to build a list which fit the playstyle of each sub-faction. The Eldar/Aeldari are 'space elves' and as such hit all the key conceptual elements of elves: smug, pointy eared, near-immortal and yet a dying race.

Iyanden: Ghost Warriors

Iyaden Wraithguard
Once one of the largest and most populated Craftworlds, Iyaden got its ass brutally handed to it by endless hordes of Tyranids from Hive Fleet Kraken. With most of its military forces killed, this Craftworld has since been forced to rely on Wraith-constructs to fill the ranks of its army, earning them the nickname and namesake of this list of 'Ghost Warriors'. Iyaden field armies heavy in Wraithguards and Wraithlords, constructs of wraithbone controlled by a dead Eldar warrior, making them quite close conceptually to Space Marine Dreadnoughts.

High Seer [1] x3 (170pts)

Wraith Suit Squad [5] x3 (1560pts)

Wraith Walker A [1] (465pts)
2x Flamethrower
Additional Weapon: Scatter Laser
Additional Weapon: Scatter Laser

Wraith Walker B [1] (575pts)
Additional Weapon: Taser Lance
Additional Weapon: Taser Lance

Tactics: This is an elitist army to the core, with few units but powerful ones, as each and every single unit in this army has Tough, meaning it has multiple wounds. Assign a Seer to each Wraith Suit squad (these are your Spirit Seers for fluff purposes). The Wraith Walkers each have a different loadout fit to attack different targets, with Wraith Walker A being an infantry-killer and Wraith-Walker B being your only reliable anti-tank. Since the list has a Psychic for each infantry squad, spam the crap out of any powers, especially Creator (to heal wounds) and Destroyer (to blast tanks and monsters).

Saim-Hann: Wild Riders

Saim-Hann warrior, here seen
without his bike for once.
The wild and rowdy, almost barbaric (by Eldar standards anyway) inhabitants of Saim-Hann are infamous for their love of fast vehicles whose speed and agility would make a Speed Freak ork blush if they had the necessary biology to blush. Saim-Hann's forces go to war mounted on their Jetbikes nearly exclusively, which they make great use of, creating this primarily 'mounted' list emulating cavalry charges. But with space elves on space flying bikes, of course.

Elven King [1] (150pts)
Laser Blaster & Energy Sword
Jetbike
Ancient Commander

Seer Council [3] (265pts)
Jetbike

Jetbike Squad [6] x6 (1440pts)
4x Twin Shardguns
2x Shard Cannon

Hunter Plane [1] x3 (1020pts)
2x Laser Lances

Tactics: This army is all about speed and hit-and-run tactics. The bulk of its forces are Jetbikes, whose primary utility is to ram into the enemy or harass them with their speed and mobility. Assign the Elven King to a squad (it doesn't have to be the Seer Council) and abuse his mobility boosting ability. Meanwhile, a trio of planes will swoop in and out of the battlefield: their goal is to blast apart the hardest enemy targets which the jetbikes cannot destroy, like tanks.

Ulthwé: Black Guardians

What a bunch of dicks.
The Eldars of Ulthwé are the closest to the Eye of Terror and are the most closely in contact with Chaos which, when combined with their psychic potency (even by Eldar standards) make people raise some eyebrows and wonder if being so close to that swirling insanity hasn't left a tiny bit too much connected to the Warp and Chaos, leaving a lingering taint. Ulthwé is most known for its Seers and as such has the least amount of Aspect Warriors of any Eldar Craftworlds, relying on a unique standing army of Guardians rather than the usual militia setup.

High Seer Farseer [1] (125pts)
Psychic (3)
Energy Spear

High Seer [1] x4 (340pts)

Seer Council [3] x3 (600pts)

Storm Squad [10] x2 (490pts)
8x Shard Pistols
2x Fusion Rifle

Defenders Squad [10] x3 (750pts)
+Gun Platform: Missile Launcher

Anti-Gravity Tank [1] (530pts)
Doom Cannon

Tactics: Psychic cheese up the ass. This is a more typical army than the other two lists but it support these baseline troops with a ridiculous amount of Psychics, namely a High Seer  for each infantry squad, including the mighty Psychic (3) Farseer to lead them all into battle. To top it off, there is a big tank in the back with a big, scary gun that is garanteed to be a target for enemies. Which is fine as it is all according to plan...