Friday, 14 March 2014

Time for a Sun Burst Bomb!

Greetings fellow chaos. I have been listening in to 40Kuk/Global Podcast, which I would recommend for all you aspiring champions out their wanting to know tournament meta's and pick up on ideas on how to defeat them. Link here to their website: http://www.40kglobal.com/

Now in one of the Podcasts that I listened to was talk about a Chaos Marine player in America who came 6th in the Las Vagas Open, where he used the Sun Burst Artifact out of the Black Legion supplement book (a really long named one) and it got my tactical mind buzzing. Now it worked well and true for this American chap sniping the enemies troop units at the back of the board edge via arriving outflank granted by the Slannesh Steed. I liked this tactic, but I always want more from it so I've decided to take it a little further.


Now, originally this steed Sorcerer had a unit of 17 cultists with a flamer, to give him a good means of scoring line breaker and knocking out enemy scoring in a nice manner. What I propose is going all out destroying stuff with the out flanking unit. As enemies see it they will think to try staying away from the  board edges, or they don't really have a tactic in the bag for dealing or avoiding the outflank. So this is a prime tactic we can take advantage of.

First off lets look at what we need. A Black legion army to access all of its great toys. Now, I'm not too up for having everyone in my army having to take Vets of the Long War (it's a fluffy thing... again) it can get expensive and Lords and sorcerers don't really gain much from it. Luckily we can Battle Brother with the original Chaos Codex so I think that is a good option to go with. Also for fluffy reasons we are keeping it pure Chaos because I don't want to have to buy new army models again. I'm already doing that for my Iron Warrior army. I then realized that essentially the Chaos FoC chart has just grown bigger for what to choose, 3 HQ slots, 4 Elites and so on. Now tell me that is not a good thing?
 
Now, Selecting which way round this goes on who allies to who can be hard. Obviously the Steed Sorcerer has to be Black Legion to get the artifact so that is 5 extra points we have to spend for little reason. Moving on however to my unit selection, things get interesting here as I decided to role with a fully kitted Biker squad. 10 guys, 2 plasmas champion with lightning claw and melta bombs. This gives the sorcerer some hammer after the burst power and if I use a slot from the standard CSM codex, I save 20 points for not having to get Vets, so 15 points saved in total. Now I don't want to stop there so I decided to have two more biked sorcerers from the CSM book securing it as my Primary Detachment. Both these guys will be Level 3 and unmarked so I have lots of powers in the main book to chose from. This does handicap me a bit, because I have three sorcerers, I cannot access specialist troops as easily, Ok I can get myself 2 units of chosen and I probably will, but this is just the starting foundations of the army.

So, 3 level 3 sorcerers with a sunburst, 10 bikers with plasma and melta bombs. That is my bomb. Doesn't actually sound terrifying does it? well that is such a good thing because it actually is. With there being 9 powers in that unit (only one of them needing to be Slannesh for the Steed) I have a lot to role with. So lets start at the top:

Now I must select one power from the Slannesh table, which I am not fussed about at all, either handicapping my opponent along with hurting them and a mini buff table to my bomb squad if I wish. All other powers are selected from the Book, with each sorcerer rolling on the Telepathy table at least once, I am going to be having 3 Psyker Shrieks coming from them. Now not much can survive 3 Shrieks, a Sun Burst and a full biker squad of guns. So I am defiantly in there with a dangerous weapon. Also for my other 5 powers, they will be split between Biomancy and Telepathy, as I can debuff to my hearts content, give myself invisibility and force enemy units to tear themselves apart to no end. Even though I might not get what I wanted, im sure that with 5 roles I will get at least one useful spell if not I can fall back on the three shrieks and the sunburst till my opponent deals with me or is dead.

Now this unit cannot survive by itself, even if I do pay through the nose for the Slannesh mark and the FnP saves. So I am going to have to lend them a hand. My thoughts go to the Chaos Spawn. Now I have faced Chaos Spawn a lot in the past, my fellow blogger Tom has them within his army and our games see him sticking them down my throat as soon as possible. They are fast, hard to move, tough and great for tarpit. So seen as though I have 3 slots to still fill I decided three units of 5 with MoN will be good. That would be 15 models with 45 wounds between them at T6 that cannot be double tapped very often, it also allows me to disperse my sorcerers around the squads for if I do not want to bomb against certain armies.

Ok, I have not taken a single heldrake. Not one. Why? Because everybody expects that, also they can be ignored/ dealt with quiet easily against armies with sufficient anti air. Not many armies expect that many wounds moving 12" a turn and an outflanking bomb to match it.

Now the rest of this army will be Gun Line orientated. Perhaps a few units of Havocs and Oblitorators with small chosen squads sneaking in a heavy weapon here and there, but this is not set in stone just yet. So here is what I have so far.

HQ
Chaos Sorcerer - Warlord, level 3, Bike, Aura - 145
Chaos Sorcerer - Level 3, Bike, Aura - 145


Fast Attack
5 Chaos Spawn - MoN - 180
5 Chaos Spawn - MoN - 180
10 Chaos Bikers - 2 Plasma Guns, Melta Bombs - 245 (still thinking on icon and claw)


Allies

HQ
Chaos Sorcerer - MoS, Steed, Level 3, Last Memory of Yuranthos, Vets, Aura - 190


Fast Attack
5 Chaos Spawn - MoN - 180

Total: 1,265 points.


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